name	    		Ax_Battler
type	    		player
health	    	100
#mpset			100	2	0	0	100	0
mp          	100
nolife		1
speed	    		10
running		26	4.0	2	0	0
jumpspeed	    	10
jumpheight   	3.3
jumpmove 		3
turndelay 		12
mprate		0
grabdistance	20
grabfinish		1
grabback		0
antigravity 	10
bounce		1
noquake     	1
gfxshadow		1
shadow		2
diesound    	data/sounds/die_ax.wav
flash 		flash
bflash 		guard
dust    		dust
toflip		1
modelflag	3
load			tornado
parrow		data/chars/misc/parrow/parrow1.gif -240 -204
parrow2		data/chars/misc/parrow/parrow2.gif -240 -204
parrow3		data/chars/misc/parrow/parrow3.gif -240 -204
parrow4		data/chars/misc/parrow/parrow4.gif -240 -204

com  u d f a  	freespecial2
com  f d f a  	freespecial3
com  a2		freespecial5

atchain     	1 2 2 3 0 4 5 0 6
combostyle		1
nodieblink		1
makeinv     	5 0 
falldie 		2
riseinv 		1 1

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

palette data/chars/ax/ax.gif #1

remap	data/chars/ax/alter01.gif   data/chars/ax/alter02.gif   
remap	data/chars/ax/alter01.gif   data/chars/ax/alter03.gif   
remap	data/chars/ax/alter01.gif   data/chars/ax/alter04.gif   

weapons     ax1 ax2 ax3 ax4 ax

#-------Select screen!

anim waiting
	 loop       1
	 offset     240 204
	 delay      6
       frame      data/chars/ax/sel01.gif
       frame      data/chars/ax/sel02.gif
       frame      data/chars/ax/sel03.gif
       frame      data/chars/ax/sel04.gif

anim select
	 loop       0
	 offset     240 204

#	 sound   	data/sounds/punch.wav
	 delay      4
       frame      data/chars/ax/sel05.gif
       frame      data/chars/ax/sel06.gif

       frame      data/chars/ax/sel07.gif
       frame      data/chars/ax/sel08.gif
       frame      data/chars/ax/sel07.gif
       frame      data/chars/ax/sel08.gif
       frame      data/chars/ax/sel07.gif
       frame      data/chars/ax/sel08.gif
       frame      data/chars/ax/sel07.gif
	 delay      16
       frame      data/chars/ax/sel08.gif


#-------Moves

anim spawn
	 loop       0
	 offset     240 204
	 bbox		229 149 22 56
	 delay      1
       frame      data/chars/ax/idle01.gif
@script
    void self = getlocalvar("self");

    changeentityproperty(self, "mp", 0); //Empty MP bar
@end_script
	 delay      1
       frame      data/chars/ax/idle01.gif

anim respawn
	 loop       0
	 offset     240 204
	 bbox		229 149 22 56
	 delay      1
       frame      data/chars/ax/rise01.gif
@script
    void self = getlocalvar("self");

    changeentityproperty(self, "mp", 0); //Empty MP bar
@end_script
	 delay      20
       frame      data/chars/ax/rise01.gif


anim idle
	 loop       1
	 offset     240 204
	 bbox		229 149 22 56
	 delay      8
       frame      data/chars/ax/idle01.gif

anim walk
	 loop       1
	 offset     240 204
	 bbox		229 149 22 56
	 delay      12
       frame      data/chars/ax/walk01.gif
       frame      data/chars/ax/walk02.gif
       frame      data/chars/ax/walk03.gif
       frame      data/chars/ax/walk04.gif

anim up
	 loop       1
	 offset     240 204
	 bbox		229 149 22 56
	 delay      12
       frame      data/chars/ax/walk05.gif
       frame      data/chars/ax/walk06.gif
       frame      data/chars/ax/walk07.gif
       frame      data/chars/ax/walk08.gif

anim run
	 loop       1
	 offset     240 204
	 bbox		229 149 22 56
	 delay      10
	sound		data/sounds/run2.wav
       frame      data/chars/ax/run01.gif
       frame      data/chars/ax/run02.gif
	sound		data/sounds/run2.wav
       frame      data/chars/ax/run03.gif
       frame      data/chars/ax/run04.gif

anim runattack
	followanim	1
	followcond	1
	jumpframe	0 1.5 3
	landframe	1
	jugglecost 	99
#	fastattack	1
	hitflash	flash2
	sound		data/sounds/att1.wav
	hitfx		data/sounds/hitrun.wav
	 loop       0
	 offset     240 204
	 bbox		229 149 22 56
	 delay      999
#	 attack{#} 	{x}	{y}	{right}	{down}	{damage}	{power}	{block}	{noflash}	{pausetime}	{z}
	 attack2  	227 	159 	38 		45 		14 		1 		0 		0 		15		15
       frame      data/chars/ax/ar101.gif
	 attack2  	0 	0 	0 		0 		0 		0 		0 		0 		0
	 delay      8
       frame      data/chars/ax/rise01.gif

anim follow1
	jugglecost 	99
	followanim	1
	followcond	1
	landframe	1
	jumpframe	0 1.0 -0.5
	landframe	1
	jugglecost 	8
#	fastattack	1

	 loop       0
	 offset     240 204
	 bbox		229 149 22 56
	 delay      999
       frame      data/chars/ax/ar101.gif
	 delay      16
       frame      data/chars/ax/rise01.gif

anim runjumpattack
	jugglecost 	99
#	 fastattack 1
	sound		data/sounds/att1.wav
	hitfx		data/sounds/hit1.wav

	 loop       0
	 offset     240 204
	 bbox		229 149 22 56
	 delay      5
       frame      data/chars/ax/aj101.gif
	 frame	data/chars/ax/aj102.gif
#	 attack{#} 	{x}	{y}	{right}	{down}	{damage}	{power}	{block}	{noflash}	{pausetime}	{z}
	 attack2  	240 	131 	53 		73		14 		1 		0 		0 		15		15
	 delay      999
       frame      data/chars/ax/aj201.gif

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

anim walkoff
	 loop       0
	 landframe	1
	 offset     240 204
	 bbox		229 149 22 56
	 delay      999
       frame      data/chars/ax/jump02.gif
	 delay      15
       frame      data/chars/ax/rise01.gif

anim attack1
	jugglecost 	2
#	cancel{#}	{start frame} 	{end frame} {didhit?} 	{sequence of inputs} 	{freespecial#}
	cancel 	0 			99 		1 		u d f a 			freespecial2
	cancel 	0 			99 		1 		f d f a 			freespecial3
#	 fastattack 1
	sound		data/sounds/att1.wav
	hitfx		data/sounds/hit1.wav

	 loop       0
	 offset     240 204
	 bbox		229 149 22 56
	 delay      5
       frame      data/chars/ax/a101.gif
#	 attack{#} 	{x}	{y}	{right}	{down}	{damage}	{power}	{block}	{noflash}	{pausetime}	{z}
	 attack2  	240 	142 	44 		62 		7 		0 		0 		0 		15		15
       frame      data/chars/ax/a102.gif
       frame      data/chars/ax/a103.gif
       frame      data/chars/ax/a104.gif
	 attack2  	0 	0 	0 		0 		0 		0 		0 		0 		0
	 delay      15
       frame      data/chars/ax/a105.gif

anim attack2
	 range 0 31
	jugglecost 	2
#	cancel{#}	{start frame} 	{end frame} {didhit?} 	{sequence of inputs} 	{freespecial#}
	cancel 	0 			99 		1 		u d f a 			freespecial2
	cancel 	0 			99 		1 		f d f a 			freespecial3
#	 fastattack 1
	hitflash	flash2
	sound		data/sounds/att1.wav
	hitfx		data/sounds/hit2.wav
	 loop       0
	 offset     240 204
	 bbox		229 149 22 56
	 delay      8
       frame      data/chars/ax/th101.gif
       frame      data/chars/ax/th102.gif
#	 attack{#} 	{x}	{y}	{right}	{down}	{damage}	{power}	{block}	{noflash}	{pausetime}	{z}
	 attack  	240 	161 	31 		43 		7 		0 		0 		0 		15		0
       frame      data/chars/ax/th103.gif
       frame      data/chars/ax/idle01.gif

anim attack3
	 range 0 31
	jugglecost 	2
#	cancel{#}	{start frame} 	{end frame} {didhit?} 	{sequence of inputs} 	{freespecial#}
	cancel 	0 			99 		1 		u d f a 			freespecial2
	cancel 	0 			99 		1 		f d f a 			freespecial3
#	 fastattack 1
	hitflash	flash2
	sound		data/sounds/att1.wav
	hitfx		data/sounds/hit3.wav
	 loop       0
	 offset     240 204
	 bbox		229 149 22 56
	 delay      8
       frame      data/chars/ax/th201.gif
       frame      data/chars/ax/th202.gif
#	 attack{#} 	{x}	{y}	{right}	{down}	{damage}	{power}	{block}	{noflash}	{pausetime}	{z}
	 attack  	240 	158 	53 		46 		14 		1 		0 		0 		15		0
	 delay      25
       frame      data/chars/ax/th203.gif
	 delay      8
       frame      data/chars/ax/th202.gif
       frame      data/chars/ax/th201.gif
       frame      data/chars/ax/idle01.gif

anim attack4
	 range 32 53
	jugglecost 	2
#	cancel{#}	{start frame} 	{end frame} {didhit?} 	{sequence of inputs} 	{freespecial#}
	cancel 	0 			99 		1 		u d f a 			freespecial2
	cancel 	0 			99 		1 		f d f a 			freespecial3
#	 fastattack 1
	sound		data/sounds/att1.wav
	hitfx		data/sounds/hit1.wav

	 loop       0
	 offset     240 204
	 bbox		229 149 22 56
	 delay      5
       frame      data/chars/ax/a201.gif
#	 attack{#} 	{x}	{y}	{right}	{down}	{damage}	{power}	{block}	{noflash}	{pausetime}	{z}
	 attack2  	240 	131 	53 		73 		7 		0 		0 		0 		15		15
       frame      data/chars/ax/a202.gif
       frame      data/chars/ax/a203.gif
       frame      data/chars/ax/a204.gif
	 attack2  	0 	0 	0 		0 		0 		0 		0 		0 		0
	 delay      15
       frame      data/chars/ax/a205.gif

anim attack5
	 range 32 60
	jugglecost 	2
#	cancel{#}	{start frame} 	{end frame} {didhit?} 	{sequence of inputs} 	{freespecial#}
	cancel 	0 			99 		1 		u d f a 			freespecial2
	cancel 	0 			99 		1 		f d f a 			freespecial3
#	 fastattack 1
	sound		data/sounds/att1.wav
	hitfx		data/sounds/hit3.wav

	 loop       0
	 offset     240 204
	 bbox		229 149 22 56
	 delay      5
       frame      data/chars/ax/a301.gif
       frame      data/chars/ax/a302.gif
#	 attack{#} 	{x}	{y}	{right}	{down}	{damage}	{power}	{block}	{noflash}	{pausetime}	{z}
	 attack2  	240 	131 	60 		73 		14 		1 		0 		0 		15		15
       frame      data/chars/ax/a303.gif
	 attack2  	0 	0 	0 		0 		0 		0 		0 		0 		0
	 delay      30
       frame      data/chars/ax/a304.gif
	 delay      5
       frame      data/chars/ax/a204.gif
       frame      data/chars/ax/frsp106.gif

anim attack6
	 range 61 75
	jugglecost 	2
#	cancel{#}	{start frame} 	{end frame} {didhit?} 	{sequence of inputs} 	{freespecial#}
	cancel 	0 			99 		1 		u d f a 			freespecial2
	cancel 	0 			99 		1 		f d f a 			freespecial3
#	 fastattack 1
	hitflash	flash2
	sound		data/sounds/att1.wav
	hitfx		data/sounds/hit3.wav

	 loop       0
	 offset     240 204
	 bbox		229 149 22 56
	 delay      5
       frame      data/chars/ax/a401.gif
#	 attack{#} 	{x}	{y}	{right}	{down}	{damage}	{power}	{block}	{noflash}	{pausetime}	{z}
	 attack2  	240 	165 	38 		39 		14 		1 		0 		0 		15		15
	 delay      2
	 move		3
       frame      data/chars/ax/a402.gif
       frame      data/chars/ax/a402.gif
	 move		3
       frame      data/chars/ax/a402.gif
       frame      data/chars/ax/a402.gif
	 move		3
       frame      data/chars/ax/a402.gif
       frame      data/chars/ax/a402.gif
	 attack2  	0 	0 	0 		0 		0 		0 		0 		0 		0
	 delay      15
	 move		0
       frame      data/chars/ax/a402.gif

anim jump
	 loop       0
	 offset     240 204
	 bbox		229 149 22 56
	 delay      35
       frame      data/chars/ax/jump01.gif
	 delay      999
       frame      data/chars/ax/jump02.gif

anim jumpattack
	cancel 0 99 0 a Freespecial4
	jugglecost 	99
#	 fastattack 1
	sound		data/sounds/att1.wav
	hitfx		data/sounds/hit1.wav

	 loop       0
	 offset     240 204
	 bbox		229 149 22 56
	 delay      5
       frame      data/chars/ax/aj101.gif
#	 attack{#} 	{x}	{y}	{right}	{down}	{damage}	{power}	{block}	{noflash}	{pausetime}	{z}
	 attack2  	240 	131 	53 		73		14 		1 		0 		0 		15		15
	 frame	data/chars/ax/aj102.gif
	 delay      15
	 frame	data/chars/ax/aj103.gif
	 attack2  	0 	0 	0 		0 		0 		0 		0 		0 		0
	 delay      999
       frame      data/chars/ax/jump01.gif

anim freespecial4
	jugglecost 	99
#	 fastattack 1
	sound		data/sounds/att1.wav
	hitfx		data/sounds/hit1.wav

	 loop       0
	 offset     240 204
	 bbox		229 149 22 56
	 delay      5
       frame      data/chars/ax/jump01.gif
	 delay      5
       frame      data/chars/ax/aj101.gif
#	 attack{#} 	{x}	{y}	{right}	{down}	{damage}	{power}	{block}	{noflash}	{pausetime}	{z}
	 attack2  	240 	131 	53 		73		14 		1 		0 		0 		15		15
	 frame	data/chars/ax/aj102.gif
	 delay      15
	 frame	data/chars/ax/aj103.gif
	 attack2  	0 	0 	0 		0 		0 		0 		0 		0 		0
	 delay      999
       frame      data/chars/ax/jump01.gif


anim grab
	 loop       0
	 offset     240 204
	 bbox		229 149 22 56
	 delay      6
       frame      data/chars/ax/idle01.gif

anim grabattack
#	 fastattack 1
	 loop       0
	 offset     240 204
	 bbox		0 0 0 0
	 hitfx   	data/sounds/empty.wav
#	 attack{#} 	{x}	{y}	{right}	{down}	{damage}	{power}	{block}	{noflash}	{pausetime}	{z}
	 attack4  	195 	135 	86 		69 		0 		0 		0 		1 		0		0
	 delay      25
       frame      data/chars/ax/th301.gif
	 attack4  	0 	0 	0 		0 		0 		0 		0 		0 		0		0
	 delay      40
       frame      data/chars/ax/th302.gif
#	 attack{#} 	{x}	{y}	{right}	{down}	{damage}	{power}	{block}	{noflash}	{pausetime}	{z}
	 attack4  	195 	135 	86 		69 		7 		1 		0 		1 		0		0
	 damageonlanding	7	1
	 delay      75
	sound		data/sounds/att1.wav
       frame      data/chars/ax/th303.gif

anim grabattack2
#	 fastattack 1
	 flipframe	1
	 loop       0
	 offset     240 204
	 bbox		0 0 0 0
	 hitfx   	data/sounds/empty.wav
#	 attack{#} 	{x}	{y}	{right}	{down}	{damage}	{power}	{block}	{noflash}	{pausetime}	{z}
	 attack5  	195 	135 	86 		69 		0 		0 		0 		1 		0		0
	 delay      25
       frame      data/chars/ax/th301.gif
	 attack5  	0 	0 	0 		0 		0 		0 		0 		0 		0		0
	 delay      40
       frame      data/chars/ax/th302.gif
#	 attack{#} 	{x}	{y}	{right}	{down}	{damage}	{power}	{block}	{noflash}	{pausetime}	{z}
	 attack5  	195 	135 	86 		69 		7 		1 		0 		1 		0		0
	 damageonlanding	7	1
	 delay      75
	sound		data/sounds/att1.wav
       frame      data/chars/ax/th303.gif

anim grabforward
#	 fastattack 1
	 loop       0
	 offset     240 204
	 bbox		0 0 0 0
	 hitfx   	data/sounds/empty.wav
#	 attack{#} 	{x}	{y}	{right}	{down}	{damage}	{power}	{block}	{noflash}	{pausetime}	{z}
	 attack4  	195 	135 	86 		69 		0 		0 		0 		1 		0		0
	 delay      25
       frame      data/chars/ax/th301.gif
	 attack4  	0 	0 	0 		0 		0 		0 		0 		0 		0		0
	 delay      40
       frame      data/chars/ax/th302.gif
#	 attack{#} 	{x}	{y}	{right}	{down}	{damage}	{power}	{block}	{noflash}	{pausetime}	{z}
	 attack4  	195 	135 	86 		69 		7 		1 		0 		1 		0		0
	 damageonlanding	7	1
	 delay      75
	sound		data/sounds/att1.wav
       frame      data/chars/ax/th303.gif

anim grabup
#	 fastattack 1
	 loop       0
	 offset     240 204
	 bbox		0 0 0 0
	 hitfx   	data/sounds/empty.wav
#	 attack{#} 	{x}	{y}	{right}	{down}	{damage}	{power}	{block}	{noflash}	{pausetime}	{z}
	 attack4  	195 	135 	86 		69 		0 		0 		0 		1 		0		0
	 delay      25
       frame      data/chars/ax/th301.gif
	 attack4  	0 	0 	0 		0 		0 		0 		0 		0 		0		0
	 delay      40
       frame      data/chars/ax/th302.gif
#	 attack{#} 	{x}	{y}	{right}	{down}	{damage}	{power}	{block}	{noflash}	{pausetime}	{z}
	 attack4  	195 	135 	86 		69 		7 		1 		0 		1 		0		0
	 damageonlanding	7	1
	 delay      75
	sound		data/sounds/att1.wav
       frame      data/chars/ax/th303.gif

anim grabbackward
#	 fastattack 1
	 flipframe	1
	 loop       0
	 offset     240 204
	 bbox		0 0 0 0
	 hitfx   	data/sounds/empty.wav
#	 attack{#} 	{x}	{y}	{right}	{down}	{damage}	{power}	{block}	{noflash}	{pausetime}	{z}
	 attack5  	195 	135 	86 		69 		0 		0 		0 		1 		0		0
	 delay      25
       frame      data/chars/ax/th301.gif
	 attack5  	0 	0 	0 		0 		0 		0 		0 		0 		0		0
	 delay      40
       frame      data/chars/ax/th302.gif
#	 attack{#} 	{x}	{y}	{right}	{down}	{damage}	{power}	{block}	{noflash}	{pausetime}	{z}
	 attack5  	195 	135 	86 		69 		7 		1 		0 		1 		0		0
	 damageonlanding	7	1
	 delay      75
	sound		data/sounds/att1.wav
       frame      data/chars/ax/th303.gif

anim grabdown
#	 fastattack 1
	 flipframe	1
	 loop       0
	 offset     240 204
	 bbox		0 0 0 0
	 hitfx   	data/sounds/empty.wav
#	 attack{#} 	{x}	{y}	{right}	{down}	{damage}	{power}	{block}	{noflash}	{pausetime}	{z}
	 attack5  	195 	135 	86 		69 		0 		0 		0 		1 		0		0
	 delay      25
       frame      data/chars/ax/th301.gif
	 attack5  	0 	0 	0 		0 		0 		0 		0 		0 		0		0
	 delay      40
       frame      data/chars/ax/th302.gif
#	 attack{#} 	{x}	{y}	{right}	{down}	{damage}	{power}	{block}	{noflash}	{pausetime}	{z}
	 attack5  	195 	135 	86 		69 		7 		1 		0 		1 		0		0
	 damageonlanding	7	1
	 delay      75
	sound		data/sounds/att1.wav
       frame      data/chars/ax/th303.gif


anim attackbackward
	loop	0
	delay	50
	counterframe 0 1 0
	followanim 3
	 offset     240 204
	 bbox		229 149 22 56
	frame	data/chars/ax/block01.gif

anim follow3
	loop	0
	bbox	0 0 0 0
	sound   data/sounds/block1.wav

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

	delay	2
	move -10
	 offset     240 204
	frame	data/chars/ax/block01.gif
	move -8
	frame	data/chars/ax/block01.gif
	move -8
	frame	data/chars/ax/block01.gif
	move -6
	frame	data/chars/ax/a203.gif
	move -6
	frame	data/chars/ax/a203.gif
	move -5
	frame	data/chars/ax/a204.gif
	move -4
	frame	data/chars/ax/a204.gif
	move -2
	frame	data/chars/ax/a205.gif
	move -2
	frame	data/chars/ax/a205.gif
	move 0
	delay	22
	frame	data/chars/ax/a101.gif

#anim riseattack1

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

anim pain
	 loop       0
	 offset     240 204
	 bbox		229 149 22 56
	 delay      8
       frame      data/chars/ax/rise01.gif
	 delay      50
       frame      data/chars/ax/pain03.gif

anim fall
	 landframe  1
	 loop       0
	 offset     240 204
	 delay      999
	 bbox		0 0 0 0
       frame      data/chars/ax/fall01.gif
	 delay      8
       frame      data/chars/ax/fall02.gif
       frame      data/chars/ax/fall03.gif
       frame      data/chars/ax/fall02.gif
	 delay      1
       frame      data/chars/ax/fall03.gif


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

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

anim pain2
	 loop       0
	 offset     240 204
	 bbox		229 149 22 56
	 delay      8
       frame      data/chars/ax/pain01.gif
	 delay      50
       frame      data/chars/ax/pain02.gif

anim fall2
	 landframe  1
	 loop       0
	 offset     240 204
	 delay      999
	 bbox		0 0 0 0
       frame      data/chars/ax/fall01.gif
	 delay      8
       frame      data/chars/ax/fall02.gif
       frame      data/chars/ax/fall03.gif
       frame      data/chars/ax/fall02.gif
	 delay      1
       frame      data/chars/ax/fall03.gif


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

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

anim pain3
	 loop       0
	 offset     240 204
	 bbox		229 149 22 56
	 delay      8
       frame      data/chars/ax/pain02.gif
	 delay      50
       frame      data/chars/ax/pain01.gif

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

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

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

anim pain6
	 loop       0
	 offset     240 204
	 bbox		229 149 22 56
	 delay      8
       frame      data/chars/ax/pain01.gif
	 delay      50
       frame      data/chars/ax/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/ax/pain01.gif
       frame      data/chars/ax/hurr01.gif
       frame      data/chars/ax/pain02.gif
       frame      data/chars/ax/hurr02.gif
       frame      data/chars/ax/pain01.gif
       frame      data/chars/ax/hurr01.gif
       frame      data/chars/ax/pain02.gif
       frame      data/chars/ax/hurr02.gif
       frame      data/chars/ax/pain01.gif
       frame      data/chars/ax/hurr01.gif
       frame      data/chars/ax/pain02.gif
       frame      data/chars/ax/hurr02.gif
       frame      data/chars/ax/pain01.gif
       frame      data/chars/ax/hurr01.gif
       frame      data/chars/ax/pain02.gif
       frame      data/chars/ax/hurr02.gif

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

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


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

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

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


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

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


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

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

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


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

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

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

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

anim pain9
	 loop       0
	 offset     240 204
	 bbox		0 0 0 0
	 delay      2
       frame      data/chars/ax/pain01.gif
	 delay      2
       frame      data/chars/misc/burn/01.gif
       frame      data/chars/misc/burn/01.gif
       frame      data/chars/misc/burn/02.gif
       frame      data/chars/misc/burn/02.gif
       frame      data/chars/misc/burn/03.gif
       frame      data/chars/misc/burn/03.gif
       frame      data/chars/misc/burn/04.gif
       frame      data/chars/misc/burn/04.gif
       frame      data/chars/misc/burn/01.gif
       frame      data/chars/misc/burn/01.gif
       frame      data/chars/misc/burn/02.gif
       frame      data/chars/misc/burn/02.gif
       frame      data/chars/misc/burn/03.gif
       frame      data/chars/misc/burn/03.gif
       frame      data/chars/misc/burn/04.gif
       frame      data/chars/misc/burn/04.gif
       frame      data/chars/misc/burn/01.gif
       frame      data/chars/misc/burn/01.gif
       frame      data/chars/misc/burn/02.gif
       frame      data/chars/misc/burn/02.gif
       frame      data/chars/misc/burn/03.gif
       frame      data/chars/misc/burn/03.gif
       frame      data/chars/misc/burn/04.gif
       frame      data/chars/misc/burn/04.gif


anim fall9
	 landframe  25
	 loop       0
	 offset     240 204
	 bbox		0 0 0 0
	 delay      2
       frame      data/chars/ax/pain01.gif
	 delay      2
       frame      data/chars/misc/burn/01.gif
       frame      data/chars/misc/burn/01.gif
       frame      data/chars/misc/burn/02.gif
       frame      data/chars/misc/burn/02.gif
       frame      data/chars/misc/burn/03.gif
       frame      data/chars/misc/burn/03.gif
       frame      data/chars/misc/burn/04.gif
       frame      data/chars/misc/burn/04.gif
       frame      data/chars/misc/burn/01.gif
       frame      data/chars/misc/burn/01.gif
       frame      data/chars/misc/burn/02.gif
       frame      data/chars/misc/burn/02.gif
       frame      data/chars/misc/burn/03.gif
       frame      data/chars/misc/burn/03.gif
       frame      data/chars/misc/burn/04.gif
       frame      data/chars/misc/burn/04.gif
       frame      data/chars/misc/burn/01.gif
       frame      data/chars/misc/burn/01.gif
       frame      data/chars/misc/burn/02.gif
       frame      data/chars/misc/burn/02.gif
       frame      data/chars/misc/burn/03.gif
       frame      data/chars/misc/burn/03.gif
       frame      data/chars/misc/burn/04.gif
       frame      data/chars/misc/burn/04.gif

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


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

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

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

	 delay      3
       frame      data/chars/ax/pain02.gif
	 delay      1
       frame      data/chars/misc/freeze/01.gif
	 delay      3
       frame      data/chars/ax/pain02.gif
	 delay      1
       frame      data/chars/misc/freeze/01.gif
	 delay      3
       frame      data/chars/ax/pain02.gif
	 delay      1
       frame      data/chars/misc/freeze/01.gif

	 delay      2
       frame      data/chars/ax/pain02.gif
       frame      data/chars/misc/freeze/01.gif
       frame      data/chars/ax/pain02.gif
       frame      data/chars/misc/freeze/01.gif
       frame      data/chars/ax/pain02.gif
       frame      data/chars/misc/freeze/01.gif

	 delay      1
       frame      data/chars/ax/pain02.gif
	 delay      3
       frame      data/chars/misc/freeze/01.gif
	 delay      1
       frame      data/chars/ax/pain02.gif
	 delay      3
       frame      data/chars/misc/freeze/01.gif
	 delay      1
       frame      data/chars/ax/pain02.gif
	 delay      3
       frame      data/chars/misc/freeze/01.gif

	 delay      100
       frame      data/chars/misc/freeze/01.gif

	 delay      1
       frame      data/chars/ax/pain02.gif
	 delay      3
       frame      data/chars/misc/freeze/01.gif
	 delay      1
       frame      data/chars/ax/pain02.gif
	 delay      3
       frame      data/chars/misc/freeze/01.gif
	 delay      1
       frame      data/chars/ax/pain02.gif
	 delay      3
       frame      data/chars/misc/freeze/01.gif

	 delay      2
       frame      data/chars/ax/pain02.gif
       frame      data/chars/misc/freeze/01.gif
       frame      data/chars/ax/pain02.gif
       frame      data/chars/misc/freeze/01.gif
       frame      data/chars/ax/pain02.gif
       frame      data/chars/misc/freeze/01.gif

	 delay      3
       frame      data/chars/ax/pain02.gif
	 delay      1
       frame      data/chars/misc/freeze/01.gif
	 delay      3
       frame      data/chars/ax/pain02.gif
	 delay      1
       frame      data/chars/misc/freeze/01.gif
	 delay      3
       frame      data/chars/ax/pain02.gif
	 delay      1
       frame      data/chars/misc/freeze/01.gif


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

	 delay      3
       frame      data/chars/ax/pain02.gif
	 delay      1
       frame      data/chars/misc/freeze/02.gif
	 delay      3
       frame      data/chars/ax/pain02.gif
	 delay      1
       frame      data/chars/misc/freeze/02.gif
	 delay      3
       frame      data/chars/ax/pain02.gif
	 delay      1
       frame      data/chars/misc/freeze/02.gif

	 delay      2
       frame      data/chars/ax/pain02.gif
       frame      data/chars/misc/freeze/02.gif
       frame      data/chars/ax/pain02.gif
       frame      data/chars/misc/freeze/02.gif
       frame      data/chars/ax/pain02.gif
       frame      data/chars/misc/freeze/02.gif

	 delay      1
       frame      data/chars/ax/pain02.gif
	 delay      3
       frame      data/chars/misc/freeze/02.gif
	 delay      1
       frame      data/chars/ax/pain02.gif
	 delay      3
       frame      data/chars/misc/freeze/02.gif
	 delay      1
       frame      data/chars/ax/pain02.gif
	 delay      3
       frame      data/chars/misc/freeze/02.gif

	 delay      100
       frame      data/chars/misc/freeze/01.gif

	 delay      1
       frame      data/chars/ax/pain02.gif
	 delay      3
       frame      data/chars/misc/freeze/01.gif
	 delay      1
       frame      data/chars/ax/pain02.gif
	 delay      3
       frame      data/chars/misc/freeze/01.gif
	 delay      1
       frame      data/chars/ax/pain02.gif
	 delay      3
       frame      data/chars/misc/freeze/01.gif

	 delay      2
       frame      data/chars/ax/pain02.gif
       frame      data/chars/misc/freeze/01.gif
       frame      data/chars/ax/pain02.gif
       frame      data/chars/misc/freeze/01.gif
       frame      data/chars/ax/pain02.gif
       frame      data/chars/misc/freeze/01.gif

	 delay      3
       frame      data/chars/ax/pain02.gif
	 delay      1
       frame      data/chars/misc/freeze/01.gif
	 delay      3
       frame      data/chars/ax/pain02.gif
	 delay      1
       frame      data/chars/misc/freeze/01.gif
	 delay      3
       frame      data/chars/ax/pain02.gif
	 delay      1
       frame      data/chars/misc/freeze/01.gif

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

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

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

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

anim fall13
	 landframe  1
	 loop       0
	 offset     240 204
	 delay      999
	 bbox		229 149 22 56
       frame      data/chars/ax/fall01.gif
	 delay      8
       frame      data/chars/ax/fall02.gif
       frame      data/chars/ax/fall03.gif
       frame      data/chars/ax/fall02.gif
	 delay      1
       frame      data/chars/ax/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/ax/pain01.gif
	 bbox		0 0 0 0
	 offset     240 234
	 delay      8
       frame      data/chars/ax/pain01.gif
	 delay      40
       frame      data/chars/ax/pain01.gif
	 delay      999
	 offset     240 214
       frame      data/chars/ax/fall02.gif
	 delay      999
	 bbox		195 135 86 69
	 offset     240 194
       frame      data/chars/ax/fall02.gif

anim fall14
	 jumpframe 	0 4.3 -1.5
	 landframe  1
	 loop       0
	 offset     240 204
	 delay      999
	 bbox		229 149 22 56
       frame      data/chars/ax/fall01.gif
	 delay      8
       frame      data/chars/ax/fall02.gif
       frame      data/chars/ax/fall03.gif
       frame      data/chars/ax/fall02.gif
	 delay      1
       frame      data/chars/ax/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/ax/pain03.gif
	 delay      40
	 bbox		0 0 0 0
	 offset     260 184
       frame      data/chars/ax/ax01.gif
	 bbox		195 135 86 69
	 offset     240 204
       frame      data/chars/ax/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/ax/ax02.gif
	 delay      999
       frame      data/chars/ax/ax03.gif
	 offset     240 204
	 delay      8
       frame      data/chars/ax/fall02.gif
       frame      data/chars/ax/fall03.gif
       frame      data/chars/ax/fall02.gif
	 delay      1
       frame      data/chars/ax/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/ax/pain03.gif
	 delay      40
	 bbox		0 0 0 0
	 offset     220 184
       frame      data/chars/ax/ax01.gif
	 bbox		195 135 86 69
	 offset     220 204
       frame      data/chars/ax/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/ax/ax02.gif
	 delay      999
       frame      data/chars/ax/ax03.gif
	 offset     240 204
	 delay      8
       frame      data/chars/ax/fall02.gif
       frame      data/chars/ax/fall03.gif
       frame      data/chars/ax/fall02.gif
	 delay      1
       frame      data/chars/ax/fall03.gif

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

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

anim death
	 loop       0
	 offset     240 204
	 delay      1
       frame      data/chars/ax/fall03.gif

anim special
	 jumpframe 6 3.3 -0.5
	 landframe 11
	 jugglecost 2
#	 fastattack 1
	 energycost	5
	 mponly  	2

	 loop       0
	 offset     240 204
	 bbox		0 0 0 0
	hitfx		data/sounds/hit1.wav
	sound		data/sounds/att1.wav
	 delay      5
       frame      data/chars/ax/sp101.gif
       frame      data/chars/ax/sp102.gif
#	 attack{#} 	{x}	{y}	{right}	{down}	{damage}	{power}	{block}	{noflash}	{pausetime}	{z}
	 attack2  	240 	131 	60 		73 		14 		1 		0 		0 		25		15
       frame      data/chars/ax/sp103.gif
       frame      data/chars/ax/sp104.gif
	 attack2  	0 	0 	0 		0 		0 		0 		0 		0 		0
       frame      data/chars/ax/sp105.gif
       frame      data/chars/ax/sp106.gif

	 delay      35
       frame      data/chars/ax/sp107.gif
	 delay      5
       frame      data/chars/ax/sp108.gif
	sound		data/sounds/att1.wav
#	 attack{#} 	{x}	{y}	{right}	{down}	{damage}	{power}	{block}	{noflash}	{pausetime}	{z}
	 attack2  	187 	131 	53 		73		14 		1 		0 		0 		25		15
	 frame	data/chars/ax/sp109.gif
	 delay      35
	 frame	data/chars/ax/sp110.gif
	 attack2  	0 	0 	0 		0 		0 		0 		0 		0 		0
	 delay      999
       frame      data/chars/ax/sp107.gif
	 delay      8
       frame      data/chars/ax/rise01.gif

anim freespecial2
	 custknife	tornado
	 throwframe 3
#	 fastattack 1
	sound		data/sounds/att1.wav

	 loop       0
	 offset     240 204
	 bbox		229 149 22 56
	 delay      5
       frame      data/chars/ax/frsp101.gif
       frame      data/chars/ax/frsp102.gif
       frame      data/chars/ax/frsp103.gif
       frame      data/chars/ax/frsp104.gif
	 delay      80
       frame      data/chars/ax/frsp105.gif
	 delay      5
       frame      data/chars/ax/a204.gif
       frame      data/chars/ax/frsp106.gif

anim freespecial3
	followanim	2
	followcond	1
	jugglecost 	15
#	 fastattack 1
	hitflash	flash2
	sound		data/sounds/att2.wav
    hitfx		data/sounds/hit3.wav

	 loop       0
	 offset     240 204
	 bbox		229 149 22 56
	 delay      5
       frame      data/chars/ax/a401.gif
#	 attack{#} 	{x}	{y}	{right}	{down}	{damage}	{power}	{block}	{noflash}	{pausetime}	{z}
	 attack2  	240 	165 	38 		39 		28 		1 		0 		0 		50		15
	 delay      2
	 move		6
       frame      data/chars/ax/frsp201.gif
       frame      data/chars/ax/a402.gif
       frame      data/chars/ax/frsp202.gif
       frame      data/chars/ax/a402.gif
	 move		5
       frame      data/chars/ax/frsp203.gif
       frame      data/chars/ax/a402.gif
       frame      data/chars/ax/frsp204.gif
       frame      data/chars/ax/a402.gif
	 move		4
       frame      data/chars/ax/frsp205.gif
       frame      data/chars/ax/a402.gif
       frame      data/chars/ax/frsp206.gif
       frame      data/chars/ax/a402.gif
	 move		3
       frame      data/chars/ax/frsp206.gif
       frame      data/chars/ax/a402.gif
       frame      data/chars/ax/frsp205.gif
       frame      data/chars/ax/a402.gif
	 move		2
       frame      data/chars/ax/frsp204.gif
       frame      data/chars/ax/a402.gif
       frame      data/chars/ax/frsp203.gif
       frame      data/chars/ax/a402.gif
	 move		1
       frame      data/chars/ax/frsp202.gif
       frame      data/chars/ax/a402.gif
       frame      data/chars/ax/frsp201.gif
       frame      data/chars/ax/a402.gif
	 attack2  	0 	0 	0 		0 		0 		0 		0 		0 		0
	 delay      15
	 move		0
       frame      data/chars/ax/a402.gif

anim follow2
	jugglecost 	8
#	 fastattack 1

	 loop       0
	 offset     240 204
	 bbox		229 149 22 56
	 move		0

	 delay      2
       frame      data/chars/ax/frsp206.gif
       frame      data/chars/ax/a402.gif
       frame      data/chars/ax/frsp205.gif
       frame      data/chars/ax/a402.gif
       frame      data/chars/ax/frsp204.gif
       frame      data/chars/ax/a402.gif
       frame      data/chars/ax/frsp203.gif
       frame      data/chars/ax/a402.gif
       frame      data/chars/ax/frsp202.gif
       frame      data/chars/ax/a402.gif
       frame      data/chars/ax/frsp201.gif
       frame      data/chars/ax/a402.gif

	 delay      26
       frame      data/chars/ax/a402.gif
	 delay      6
       frame      data/chars/ax/idle01.gif

anim freespecial5
	 energycost	100
	 mponly  	1
	load		hurr
	subentity	hurr
	summonframe	1 380 200 0 1
	unsummonframe 999
	 loop       0
	 offset     240 204
	 bbox		0 0 0 0
	sound		data/sounds/magic.wav
	 delay      50
       frame      data/chars/ax/magic01.gif
	 delay      8
#	 delay      380
       frame      data/chars/ax/magic02.gif
	 delay      8
       frame      data/chars/ax/magic01.gif









