name		CommanderM
health		200
speed		12
type		none#player
typeshot	1
modelflag	7
weaploss	2
gfxshadow	1
noquake		1
dust		dust
bflash		empty2
riseinv 1
makeinv 4
#risetime	250
nodieblink	2
atchain 1 2
running	22	4	2	1	1
#animationscript	data/chars/commander/command.c
animationscript	data/scripts/harden.c
icon		data/chars/Commander/icon.gif
diesound	data/chars/commander/sounds/die.wav

COM A2 freespecial3

load		grenade
load		Peluru
load	shel  

anim	spawn
	drawmethod	250 250
	loop	1
	delay	12
	offset	41 113
	bbox	28 6 36 107
	frame	data/chars/Commander/idle1.gif
	delay	15
	offset	45 114
	frame	data/chars/Commander/idle2.gif
	offset	44 116
	frame	data/chars/Commander/idle3.gif
	offset	43 115
	frame	data/chars/Commander/idle4.gif
	offset	43 114
	frame	data/chars/Commander/idle5.gif

anim	respawn
	drawmethod	250 250
	loop	1
	delay	12
	offset	41 113
	bbox	28 6 36 107
	frame	data/chars/Commander/idle1.gif
@cmd	jumptobranch "Captured" 1
	delay	15
	offset	45 114
	frame	data/chars/Commander/idle2.gif
	offset	44 116
	frame	data/chars/Commander/idle3.gif
	offset	43 115
	frame	data/chars/Commander/idle4.gif
	offset	43 114
	frame	data/chars/Commander/idle5.gif


anim run 
	loop	1
	offset	37 74
	bbox	20 6 45 85
	delay	12
        frame	data/chars/Commander/run0.gif 
sound	data/sounds/run.wav
offset	3 74 
	frame	data/chars/Commander/run1.gif 
offset	38 74
	frame	data/chars/Commander/run2.gif 
sound	data/sounds/run.wav
offset	37 74
	frame	data/chars/Commander/run3.gif 

anim	get
	drawmethod	250 250
	delay	12
	offset	39 87
	frame	data/chars/Commander/rise1.gif
	frame	data/chars/Commander/get.gif



anim	attack1
	drawmethod	250 250
	fastattack 1
	offset	34 120
	#followanim	1
	#followcond	1
	bbox	16 12 35 113
	delay	1
	frame	data/chars/Commander/atk1-1.gif
	delay	6
	frame	data/chars/Commander/atk1-1.gif
	attack	51 25 57 95 15 0 0 0 20
	frame	data/chars/Commander/atk1-2.gif
	frame	data/chars/Commander/atk1-3.gif
	attack	0
	frame	data/chars/Commander/atk1-1.gif

anim	attack2
	drawmethod	250 250
	fastattack 1
	offset	33 123
	bbox	16 12 35 113
	delay	6
	frame	data/chars/Commander/atk2-0.gif
	delay	6
	offset	28 123
	frame	data/chars/Commander/atk2-1.gif
	attack	51 25 57 95 15 1 0 0 30
offset	20 115
	frame	data/chars/Commander/atk2-2.gif
	delay	10
	attack	0
	offset	28 123
	frame	data/chars/Commander/atk2-1.gif
		
anim	freespecial3
	drawmethod	250 250
	range	75 550
	rangez	-40 40
	delay	20
	offset	108 172
	bbox	83 60 40 112
	sound	data/chars/commander/sounds/laugh.wav
	frame	data/chars/Commander/MiSho3.gif
@cmd	target 3 1.5 70 0 0 1
@cmd	shooter "bullet2" 50 87 0 3 0 0
@cmd	toss "shel" 0 86 0
	delay	8
	sound	data/sounds/gun.wav
	@cmd	target 2.4 1.2 0 0 0 1
	@cmd	shootT "bullet2" 50 87 1
@cmd	toss "shel" 0 86 0
	frame	data/chars/Commander/MiSho1.gif
	frame	data/chars/Commander/MiSho3.gif
	sound	data/sounds/gun.wav
	@cmd	shooter "bullet2" 50 87 0 3 0 0.2
@cmd	toss "shel" 0 86 0
	frame	data/chars/Commander/MiSho2.gif
	frame	data/chars/Commander/MiSho3.gif
	sound	data/sounds/gun.wav
	@cmd	shooter "bullet2" 50 87 0 3 0 0.5
@cmd	toss "shel" 0 86 0
	frame	data/chars/Commander/MiSho1.gif
	frame	data/chars/Commander/MiSho3.gif
	sound	data/sounds/gun.wav
	@cmd	shooter "bullet2" 50 87 0 3 0 0.7
@cmd	toss "shel" 0 86 0
	frame	data/chars/Commander/MiSho1.gif
	delay	8
@cmd	looper 1 3
	frame	data/chars/Commander/MiSho3.gif
		

		
anim	attack3
	drawmethod	250 250
	range	0 85
	rangez	10 50
	offset	34 125
	bbox	16 12 35 113
	delay	20
	#@cmd	targetL 3 60 0 1
	frame	data/chars/Commander/atk1-1.gif
	delay	10
	attack	51 25 57 95 15 0 0 0 30
	#@cmd	tossT "Grenade" 63 94 0 3
	frame	data/chars/Commander/atk1-2.gif
	frame	data/chars/Commander/atk1-3.gif
	delay	80
	attack	0
	frame	data/chars/Commander/atk1-1.gif
		
anim	block
	drawmethod	250 250
	delay	10
	offset	39 87
	sound	data/chars/commander/sounds/laugh.wav
	frame	data/chars/Commander/rise1.gif
	delay	10
	#@cmd	dasher -2 0 0
	frame	data/chars/Commander/rise1.gif
	offset	41 100
@cmd	tossT "HGrenade" 63 94 0 3
	#@cmd	dodgez -3 0 1
	frame	data/chars/Commander/rise2.gif
	#@cmd	dasher 0 0 0
	frame	data/chars/Commander/rise2.gif
		
anim	fall
	drawmethod	250 250
	offset	51 92
	#bbox	25 0 83 55
	delay	300
	landframe	1
	frame	data/chars/Commander/fall1.gif
	delay	12
	offset	49 38
	frame	data/chars/Commander/fall2.gif
	offset	86 19
	frame	data/chars/Commander/fall3.gif
		
anim	follow1
	drawmethod	250 250
	rangez	-10 10
	offset	34 120
	bbox	16 12 35 113
	delay	10
	attack	51 25 57 95 15 0 0 0 20
	frame	data/chars/Commander/atk1-2.gif
	frame	data/chars/Commander/atk1-3.gif
	attack	0
	frame	data/chars/Commander/atk1-1.gif
	attack	51 25 57 95 15 0 0 0 20
	frame	data/chars/Commander/atk1-2.gif
	frame	data/chars/Commander/atk1-3.gif
	attack	0
	frame	data/chars/Commander/atk1-1.gif
	attack	51 25 57 95 15 1 0 0 30
	frame	data/chars/Commander/atk1-2.gif
	frame	data/chars/Commander/atk1-3.gif
	attack	0
	frame	data/chars/Commander/atk1-1.gif
		
anim	follow2
	drawmethod	250 250
	range	0 85
	rangez	-10 10
	offset	34 120
	bbox	16 12 35 113
	delay	1
	frame	data/chars/Commander/atk1-1.gif
	delay	20
	offset	17 126
	bbox	4 41 35 76
	#@cmd	dodgeleapz -3 3 0.5
	frame	data/chars/Commander/shoot1.gif
	offset	45 117
	bbox	31 27 32 53
	#@cmd	targetL 3 35 0 1
	#@cmd	tossT "Grenade" 35 92 0 3
	frame	data/chars/Commander/shoot2.gif
	offset	17 126
	bbox	4 41 35 76
	frame	data/chars/Commander/shoot1.gif
	delay	80
	offset	39 87
	bbox	26 14 34 74
	frame	data/chars/Commander/rise1.gif
		
anim	follow3
	drawmethod	250 250
	delay	10
	offset	39 87
	sound	data/chars/commander/sounds/laugh.wav
	frame	data/chars/Commander/rise1.gif
	delay	30
	#@cmd	flip
	#@cmd	dasher -3 0 0
	frame	data/chars/Commander/rise1.gif
	offset	41 100
	#@cmd	dodgez -3 0 1
	frame	data/chars/Commander/rise2.gif
	#@cmd	dasher 0 0 0
	frame	data/chars/Commander/rise2.gif
		
anim	idle
	drawmethod	250 250
	loop	1
	delay	12
	offset	41 113
	bbox	28 6 36 107
	frame	data/chars/Commander/idle1.gif
	delay	15
	offset	45 114
	frame	data/chars/Commander/idle2.gif
	offset	44 116
	frame	data/chars/Commander/idle3.gif
	offset	43 115
	frame	data/chars/Commander/idle4.gif
	offset	43 114
	frame	data/chars/Commander/idle5.gif
		
anim	pain
	drawmethod	250 250
	delay	10
	offset	54 136
	bbox	14 11 52 107
	frame	data/chars/Commander/pain1.gif
	offset	60 125
	sound	data/chars/commander/sounds/pain.wav
	frame	data/chars/Commander/pain2.gif
	offset	54 136
	frame	data/chars/Commander/pain1.gif
		
anim	rise
	drawmethod	250 250
	delay	5
	offset	39 87
	frame	data/chars/Commander/rise1.gif
	delay	10
	frame	data/chars/Commander/rise1.gif
	#offset	41 100
	#@cmd	dodgez -3 0 1
	#frame	data/chars/Commander/rise2.gif
	#@cmd	dasher 0 0 0
	#frame	data/chars/Commander/rise2.gif
		
anim	spawn
	drawmethod	250 250
	delay	12
	sound	data/chars/commander/sounds/spawn.wav
	offset	41 113
	frame	data/chars/Commander/idle1.gif
	delay	15
	offset	45 114
	frame	data/chars/Commander/idle2.gif
	offset	44 116
	frame	data/chars/Commander/idle3.gif
	offset	43 115
	frame	data/chars/Commander/idle4.gif
	offset	43 114
	frame	data/chars/Commander/idle5.gif
		
anim	walk
	drawmethod	250 250
	loop	1
	delay	12
	offset	38 113
	bbox	17 4 40 109
	frame	data/chars/Commander/walk1.gif
	frame	data/chars/Commander/walk2.gif
	frame	data/chars/Commander/walk3.gif
	frame	data/chars/Commander/walk4.gif
	frame	data/chars/Commander/walk5.gif
	frame	data/chars/Commander/walk6.gif


anim jump
drawmethod	250 250
delay	16
bbox	14 11 52 107
offset	41 113
	frame	data/chars/Commander/jump.gif
	frame	data/chars/Commander/jump.gif

anim jumpattack
drawmethod	250 250
	offset	20 124
	bbox	14 11 52 107
	delay	8
	frame	data/chars/Commander/jumpatk.gif
	attack	51 25 57 95 15 1 0 0 20
	delay	18
	offset	20 124
	frame	data/chars/Commander/jumpatk.gif
	offset	20 124
	sound	data/sounds/draw.wav
	frame	data/chars/Commander/jumpatk.gif
		
#|edited by openBor Stats v 0.41
		
