name		Snake_Eyes
health		100
mp		100
speed		12
type		player
gfxshadow	1
diesound	data/sounds/die4.wav
running		22	4	2	1	1
riseinv		1 1
makeinv		4 
death		2
offscreenkill	3000
sleepwait 2510
atchain		1 2 3 4
dust dust dust 
COM		A2 freespecial
COM		A3 freespecial2
palette		data/chars/Snake_Eyes/idle1.png

icon		data/chars/Snake_Eyes/icon.png
weapons	Stank Scycle SSwamp SkyHawk SSub Snake_Run CommanderW VAMP Snake_Skier SnakeMini FlyS SWHALE SBazooka Astronaut ShShip Tomcat travel  Snake_Eyes
animationscript	data/scripts/player.c
load	shel  


anim	attack1
	drawmethod	240 240
	delay	4
	bbox	71 52 51 103
	offset	100 155
	frame	data/chars/Snake_Eyes/punch11.png
	attack	139 59 51 41 5
	frame	data/chars/Snake_Eyes/punch12.png
	attack	0
	frame	data/chars/Snake_Eyes/punch11.png
		
anim	attack2
	drawmethod	240 240
	delay	5
	offset	100 155
	bbox	71 52 51 103
	frame	data/chars/Snake_Eyes/punch21.png
	delay	8
	bbox	95 57 50 98
	attack	127 23 43 59 10
	frame	data/chars/Snake_Eyes/punch22.png
	attack	0
	bbox	71 52 51 103
	frame	data/chars/Snake_Eyes/punch21.png
		
anim	attack3
	drawmethod	240 240
	delay	8
	offset	100 155
	bbox	67 40 60 115
	frame	data/chars/Snake_Eyes/kick1.png
	frame	data/chars/Snake_Eyes/kick2.png
	blast	128 52 72 42 15 1 0 15 40
	dropv	3 .2
	frame	data/chars/Snake_Eyes/kick3.png
	attack	0
	frame	data/chars/Snake_Eyes/kick4.png
	frame	data/chars/Snake_Eyes/kick5.png
		
anim	attack4
	drawmethod	240 240
	delay	2
	fastattack 1
move 5
	offset	100 175
	bbox	77 75 64 100
	hitflash	slash
	hitfx	data/sounds/slash.wav
	frame	data/chars/Snake_Eyes/slash1.png
	attack2	149 54 70 82 20 1
	dropv	3 2.5
	delay	8
	frame	data/chars/Snake_Eyes/slash2.png
	sound	data/chars/Snake_Eyes/at3.wav
	attack2	97 41 124 61 20 1
	dropv	3 2.5
	frame	data/chars/Snake_Eyes/slash3.png
	attack	0
	frame	data/chars/Snake_Eyes/slash4.png
	frame	data/chars/Snake_Eyes/slash5.png
		
anim	attackdown
	drawmethod	240 240
	offset	100 155
	delay	10
	jumpframe	1 2 0 1
	frame	data/chars/Snake_Eyes/get.png
	delay	13
	frame	data/chars/Snake_Eyes/jump1.png
	frame	data/chars/Snake_Eyes/jump2.png
	frame	data/chars/Snake_Eyes/jump1.png
	delay	10
	frame	data/chars/Snake_Eyes/get.png
		
anim	attackup
	drawmethod	240 240
	offset	100 155
	delay	10
	jumpframe	1 2 0 -1
	frame	data/chars/Snake_Eyes/get.png
	delay	13
	frame	data/chars/Snake_Eyes/jump1.png
	frame	data/chars/Snake_Eyes/jump2.png
	frame	data/chars/Snake_Eyes/jump1.png
	delay	10
	frame	data/chars/Snake_Eyes/get.png
		
anim	burn
	drawmethod	240 240
	loop	1 0 2
	offset	100 155
	delay	5
	landframe	3
	frame	data/chars/Snake_Eyes/burnt1.png
	frame	data/chars/Snake_Eyes/burnt2.png
	frame	data/chars/Snake_Eyes/burnt3.png
	delay	10
	frame	data/chars/Snake_Eyes/fall3.png
		
anim	death
	drawmethod	240 240
	offset	100 155
	delay	20
	unsummonframe	0
	frame	data/chars/Snake_Eyes/fall4.png
		
anim	fall
	drawmethod	240 240
	offset	100 155
	delay	30
	landframe	2
	frame	data/chars/Snake_Eyes/fall1.png
	delay	300
	frame	data/chars/Snake_Eyes/fall2.png
	delay	10
	frame	data/chars/Snake_Eyes/fall3.png
		
anim	follow1
@script
    if(frame == 10){
      setindexedvar(1, NULL() );
    }
	@end_script	
	drawmethod	240 240
	delay	100
	jumpframe	0 15 0 0
	dropframe	2
	landframe	3
	offset	51 240
	bbox	0
	frame	data/chars/misc/empty.gif
	delay	500
	frame	data/chars/misc/empty.gif
	@cmd	degravity 0.8
	frame	data/chars/Snake_Eyes/Par/1.gif
	delay	10
	offset	50 229
	frame	data/chars/Snake_Eyes/Par/2.gif
	sound	data/chars/Snake_Eyes/Par/chute.wav
	offset	57 218
	frame	data/chars/Snake_Eyes/Par/3.gif
	offset	78 170
	frame	data/chars/Snake_Eyes/Par/4.gif
	offset	117 153
	frame	data/chars/Snake_Eyes/Par/5.gif
	offset	148 86
	frame	data/chars/Snake_Eyes/Par/6.gif
	offset	148 78
	frame	data/chars/Snake_Eyes/Par/7.gif
	offset	118 78
	frame	data/chars/Snake_Eyes/Par/8.gif
	offset	97 78
	frame	data/chars/Snake_Eyes/Par/9.gif
	offset	99 78
	frame	data/chars/Snake_Eyes/Par/10.gif
	offset	78 78
	frame	data/chars/Snake_Eyes/Par/11.gif
	offset	78 78
	frame	data/chars/Snake_Eyes/Par/12.gif
	offset	79 78
	frame	data/chars/Snake_Eyes/Par/13.gif
	offset	38 72
	@cmd	degravity 0
	frame	data/chars/Snake_Eyes/Par/14.gif
		
anim	freespecial
	drawmethod	240 240
	delay	12
	offset	100 155
	bbox	71 52 51 103
	sound	data/sounds/reload.wav
	frame	data/chars/Snake_Eyes/shoot1.png
	delay	5
	@cmd	aniLimit "ANI_FREESPECIAL" 12 5
	frame	data/chars/Snake_Eyes/shoot2.png
	sound	data/chars/Snake_Eyes/pistol.wav
	@cmd	mpcost 5
	@cmd	shooter "bullet2" 87 92 0 3 0 0
	@cmd	toss "shel" 40 86 0
	frame	data/chars/Snake_Eyes/shoot3.png
	@cmd	keyint "ANI_FREESPECIAL" 12 "A2" 1 0
	@cmd	aniLimit "ANI_FREESPECIAL" 12 5
	frame	data/chars/Snake_Eyes/shoot2.png
	sound	data/chars/Snake_Eyes/pistol.wav
	@cmd	mpcost 5
	@cmd	shooter "bullet2" 87 92 0 3 0 0.2
	@cmd	toss "shel" 40 86 0
	frame	data/chars/Snake_Eyes/shoot3.png
	@cmd	keyint "ANI_FREESPECIAL" 12 "A2" 1 0
	@cmd	aniLimit "ANI_FREESPECIAL" 12 5
	frame	data/chars/Snake_Eyes/shoot2.png
	sound	data/chars/Snake_Eyes/pistol.wav
	@cmd	mpcost 5
	@cmd	shooter "bullet2" 87 92 0 3 0 -0.2
	@cmd	toss "shel" 40 86 0
	frame	data/chars/Snake_Eyes/shoot3.png
	@cmd	keyint "ANI_FREESPECIAL" 12 "A2" 1 0
	@cmd	aniLimit "ANI_FREESPECIAL" 12 5
	frame	data/chars/Snake_Eyes/shoot2.png
	sound	data/chars/Snake_Eyes/pistol.wav
	@cmd	mpcost 5
	@cmd	shooter "bullet2" 87 92 0 3 0 0.4
	@cmd	toss "shel" 40 86 0
	frame	data/chars/Snake_Eyes/shoot3.png
	@cmd	keyint "ANI_FREESPECIAL" 12 "A2" 1 0
	@cmd	aniLimit "ANI_FREESPECIAL" 12 5
	frame	data/chars/Snake_Eyes/shoot2.png
	sound	data/chars/Snake_Eyes/pistol.wav
	@cmd	mpcost 5
	@cmd	shooter "bullet2" 87 92 0 3 0 -0.4
	@cmd	toss "shel" 40 86 0
	frame	data/chars/Snake_Eyes/shoot3.png
	@cmd	keyint "ANI_FREESPECIAL" 1 "A2" 0 5
	frame	data/chars/Snake_Eyes/shoot2.png
	delay	12
	frame	data/chars/Snake_Eyes/shoot1.png
		
anim	special#freespecial2
	drawmethod	240 240
	delay	8
	offset	100 175
	hitflash	slash
	hitfx	data/sounds/slash.wav
	frame	data/chars/Snake_Eyes/slash1.png
	attack2	149 54 70 82 10 1
	frame	data/chars/Snake_Eyes/slash2.png
	sound	data/chars/Snake_Eyes/at3.wav
	attack2	97 41 124 61 10 1
	frame	data/chars/Snake_Eyes/slash3.png
	attack	0
	frame	data/chars/Snake_Eyes/slash4.png
	frame	data/chars/Snake_Eyes/slash5.png
		
anim	get
	drawmethod	240 240
	delay	50
	offset	100 155
	frame	data/chars/Snake_Eyes/get.png
		
anim	idle
	drawmethod	240 240
	loop	1
	delay	12
	offset	100 155
	bbox	71 52 51 103
	frame	data/chars/Snake_Eyes/idle1.png
	frame	data/chars/Snake_Eyes/idle2.png
	frame	data/chars/Snake_Eyes/idle3.png
		
anim	jump
	drawmethod	240 240
	delay	27
	bbox	71 51 60 58
	offset	100 155
	frame	data/chars/Snake_Eyes/jump1.png
	frame	data/chars/Snake_Eyes/jump2.png
	frame	data/chars/Snake_Eyes/jump1.png
		
anim	jumpattack
	drawmethod	240 240
	offset	100 155
	delay	12
	bbox	71 51 60 58
	frame	data/chars/Snake_Eyes/jukick1.png
	delay	500
	attack2	120 97 70 50 10 1
	frame	data/chars/Snake_Eyes/jukick2.png
		
anim	jumpattack2
	drawmethod	240 240
	offset	100 155
	delay	12
	bbox	71 51 60 58
	frame	data/chars/Snake_Eyes/jukick1.png
	delay	500
	attack	114 85 41 52 10
	frame	data/chars/Snake_Eyes/jupunch.png
		
anim	jumpdelay
	drawmethod	240 240
	offset	100 155
	delay	7
	bbox	64 88 57 67
	frame	data/chars/Snake_Eyes/get.png
		
anim	jumpland
	drawmethod	240 240
	offset	100 155
	delay	7
	bbox	40 42 17 73
sound	data/sounds/land.wav
	frame	data/chars/Snake_Eyes/get.png
		
anim	pain
	drawmethod	240 240
	offset	100 155
	bbox	71 52 51 103
	delay	50
	frame	data/chars/Snake_Eyes/pain.png
		
anim	rise
	drawmethod	240 240
	offset	100 155
	frame	data/chars/Snake_Eyes/r1.png
	delay	13
	frame	data/chars/Snake_Eyes/r2.png
	delay	8
	frame	data/chars/Snake_Eyes/r3.png
	delay	13
	frame	data/chars/Snake_Eyes/r2.png
	delay	8
	frame	data/chars/Snake_Eyes/r3.png
	delay	13
	frame	data/chars/Snake_Eyes/r2.png
	delay	8
	frame	data/chars/Snake_Eyes/r3.png
	delay	10
	frame	data/chars/Snake_Eyes/rise.png
	frame	data/chars/Snake_Eyes/get.png
		
anim	run
	drawmethod	240 240
	loop	1
	delay	12
	offset	100 155
	bbox	71 52 51 103
	frame	data/chars/Snake_Eyes/run1.png
	frame	data/chars/Snake_Eyes/run2.png
sound	data/sounds/run.wav
	frame	data/chars/Snake_Eyes/run3.png
	frame	data/chars/Snake_Eyes/run4.png
sound	data/sounds/run.wav
	frame	data/chars/Snake_Eyes/run5.png
	frame	data/chars/Snake_Eyes/run6.png
sound	data/sounds/run.wav
	frame	data/chars/Snake_Eyes/run7.png
		
anim	runattack
	drawmethod	240 240
	delay	8
	offset	100 175
	bbox	77 75 64 100
	hitflash	slash
	hitfx	data/sounds/slash.wav
	@cmd	dasher 2.2 0 0
	frame	data/chars/Snake_Eyes/slash1.png
	attack2	149 54 70 82 10 1
	frame	data/chars/Snake_Eyes/slash2.png
	sound	data/chars/Snake_Eyes/at3.wav
	attack2	97 41 124 61 10 1
	frame	data/chars/Snake_Eyes/slash3.png
	attack	0
	@cmd	dasher 0 0 0
	frame	data/chars/Snake_Eyes/slash4.png
	frame	data/chars/Snake_Eyes/slash5.png


anim select
drawmethod	240 240
	delay	10
	offset	100 155
	sound	data/sounds/guard.wav
	bbox	71 52 51 103
	frame	data/chars/Snake_Eyes/guard.png
	frame	data/chars/Snake_Eyes/guard.png
	frame	data/chars/Snake_Eyes/guard.png
	frame	data/chars/Snake_Eyes/guard.png
	frame	data/chars/Snake_Eyes/guard.png
	frame	data/chars/Snake_Eyes/guard.png
	frame	data/chars/Snake_Eyes/guard.png
	frame	data/chars/Snake_Eyes/guard.png

		
anim	sleep
	loop	0
	delay	22
	offset	100 155
	bbox	71 52 51 103
	frame	data/chars/Snake_Eyes/get.png
	delay	2147483647
	frame	data/chars/Snake_Eyes/r3.png
		
anim	spawn
	drawmethod	240 240
@script
    void self = getlocalvar("self");

    if(frame == 1){
      if(getindexedvar(1) == 1){
        changeentityproperty(self, "animation", openborconstant("ANI_FOLLOW1"));
      }
    }
	@end_script	
	delay	2
	offset	51 240
	frame	data/chars/misc/empty.gif
	frame	data/chars/misc/empty.gif
		
anim	freespecial2#special
	drawmethod	240 240
	custentity	wolf
	delay	10
	energycost	100 1
	offset	100 155
	summonframe	1 -240 0 0 0
	sound	data/sounds/guard.wav
	bbox	71 52 51 103
	frame	data/chars/Snake_Eyes/guard.png
	frame	data/chars/Snake_Eyes/guard.png
		
anim	walk
	drawmethod	240 240
	loop	1
	delay	12
	offset	100 155
	bbox	71 52 51 103
	frame	data/chars/Snake_Eyes/walk1.png
	frame	data/chars/Snake_Eyes/walk2.png
	frame	data/chars/Snake_Eyes/walk3.png
	frame	data/chars/Snake_Eyes/walk2.png
		
#|edited by openBor Stats v 0.41
		
