name			Martial_Art
health			100
speed			4
type			enemy
Aggression		50
running     	13 2.3 2 0 0
jumpheight  	2.3
antigravity 	20
jumpspeed 		7
grabdistance  	10
paingrab		1
blockodds		1
throw 			2 3
aimove 			chase
bounce   		1
falldie 		2
shadow        	0
noquake       	1
nodieblink 		1
typeshot 		3
projectilehit 	obstacle  npc player
hostile			obstacle  npc player
candamage 		obstacle  npc player
script 			data/scripts/Custom_chase.c
animationscript data/scripts/ani0020.h
takedamagescript data/scripts/Finisher.c
load			sai
diesound data/sounds/Die/Die_Men.wav
Weapons	none none none Martial_Art_SAI

#Основа-----------------------------------------------------------#

anim Spawn
	delay	10
	offset	57 67
	frame	data/chars/Martial_Art/Idle.gif

anim idle
	range   0 50
	loop	1
	delay	10
	offset	57 67
	bbox	53 29 8 26
		@cmd	finisher "ANI_Follow40" "ANI_Follow40" 0 50 3 0 1
		@cmd	finisher2 "ANI_Freespecial4" "ANI_rise" -30 30 3 0 0
	frame	data/chars/Martial_Art/Idle.gif
		@cmd	finisher "ANI_Follow40" "ANI_Follow40" 0 50 3 0 1
		@cmd	finisher2 "ANI_Freespecial4" "ANI_rise" -30 30 3 0 0
	frame	data/chars/Martial_Art/Idle.gif

anim Follow6
	range   0 50
	loop	0
	delay	10
	offset	57 67
	bbox	53 29 8 26
	frame	data/chars/Martial_Art/Idle.gif
	frame	data/chars/Martial_Art/Idle.gif

anim walk
	loop	1
		delay  15
		offset  55  67
		bbox  53  30  8  24
		@cmd	finisher "ANI_Follow40" "ANI_Follow5" 0 50 3 0 0
		@cmd	finisher "ANI_Follow40" "ANI_Follow40" 0 50 3 0 1
		@cmd	target 0.1 0.1 0 0 1 1
	frame	data/chars/Martial_Art/Walk01.GIF
	offset	55 66
		@cmd	finisher "ANI_Follow40" "ANI_Follow5" 0 50 3 0 0
		@cmd	finisher "ANI_Follow40" "ANI_Follow40" 0 50 3 0 1
		@cmd	target 0.1 0.1 0 0 1 1
	frame	data/chars/Martial_Art/Walk02.GIF
		offset  55  67
		bbox  53  30  8  24
		@cmd	finisher "ANI_Follow40" "ANI_Follow5" 0 50 3 0 0
		@cmd	finisher "ANI_Follow40" "ANI_Follow40" 0 50 3 0 1
		@cmd	target 0.1 0.1 0 0 1 1
	frame  data/chars/Martial_Art/Walk03.GIF
		offset  55  66
		@cmd	finisher "ANI_Follow40" "ANI_Follow5" 0 50 3 0 0
		@cmd	finisher "ANI_Follow40" "ANI_Follow40" 0 50 3 0 1
		@cmd	target 0.1 0.1 0 0 1 1
	frame  data/chars/Martial_Art/Walk02.GIF

anim Follow7
		delay  15
		offset  55  67
		bbox  53  30  8  24
		@cmd dasher -0.5 0 0
		@cmd	finisher "ANI_Follow40" "ANI_Follow40" 0 50 3 0 1
		@cmd	target 0.1 0.1 0 0 1 1
	frame	data/chars/Martial_Art/Walk01.GIF
	offset	55 66
		@cmd	finisher "ANI_Follow40" "ANI_Follow40" 0 50 3 0 1
		@cmd	target 0.1 0.1 0 0 1 1
	frame	data/chars/Martial_Art/Walk02.GIF
		offset  55  67
		bbox  53  30  8  24
		@cmd	finisher "ANI_Follow40" "ANI_Follow40" 0 50 3 0 1
		@cmd	target 0.1 0.1 0 0 1 1
	frame  data/chars/Martial_Art/Walk03.GIF
		offset  55  66
		@cmd	finisher2 "ANI_Pain" "ANI_Freespecial1" 40 50 3 0 0
		@cmd	finisher "ANI_Follow40" "ANI_Follow40" 0 50 3 0 1
		@cmd	target 0.1 0.1 0 0 1 1
	frame  data/chars/Martial_Art/Walk02.GIF
		@cmd	finisher2 "ANI_Pain" "ANI_Freespecial1" 40 50 3 0 0
		@cmd	finisher "ANI_Follow40" "ANI_Follow40" 0 50 3 0 1
		@cmd	target 0.1 0.1 0 0 1 1
	frame	data/chars/Martial_Art/Walk01.GIF
	offset	55 66
		@cmd	finisher2 "ANI_Pain" "ANI_Freespecial1" 40 50 3 0 0
		@cmd	finisher "ANI_Follow40" "ANI_Follow40" 0 50 3 0 1
		@cmd	target 0.1 0.1 0 0 1 1
	frame	data/chars/Martial_Art/Walk02.GIF
		offset  55  67
		bbox  53  30  8  24
		@cmd	finisher2 "ANI_Pain" "ANI_Freespecial1" 40 50 3 0 0
		@cmd	finisher "ANI_Follow40" "ANI_Follow40" 0 50 3 0 1
		@cmd	target 0.1 0.1 0 0 1 1
	frame  data/chars/Martial_Art/Walk03.GIF
		offset  55  66
		@cmd	finisher2 "ANI_Pain" "ANI_Freespecial1" 40 50 3 0 0
		@cmd	finisher "ANI_Follow40" "ANI_Follow40" 0 50 3 0 1
		@cmd	target 0.1 0.1 0 0 1 1
	frame  data/chars/Martial_Art/Walk02.GIF
	
anim  Run
	loop  1
		delay  15
		offset  55  67
		bbox  55  31  10  21
		@cmd	target 0.1 0.1 0 0 1 1
	frame  data/chars/Martial_Art/Run_01.GIF
		@cmd	target 0.1 0.1 0 0 1 1
	frame  data/chars/Martial_Art/Run_02.GIF
		@cmd	target 0.1 0.1 0 0 1 1
	frame  data/chars/Martial_Art/Run_03.GIF
		@cmd	target 0.1 0.1 0 0 1 1
	frame  data/chars/Martial_Art/Run_04.GIF
		@cmd	target 0.1 0.1 0 0 1 1
	frame  data/chars/Martial_Art/Run_05.GIF
		@cmd	target 0.1 0.1 0 0 1 1
	frame  data/chars/Martial_Art/Run_03.GIF

anim  Rise
@script
	if(frame==0){
	void self = getlocalvar("self");
	changeentityproperty(self, "defense", openborconstant("ATK_NORMAL2"), 1, 0, 1);
	}
@end_script
		delay  15
		offset  57  67
		bbox  0  0  0  0
	frame  data/chars/Martial_Art/Rise.GIF
	frame  data/chars/Martial_Art/Rise.GIF
	
anim  Get
@script
	if(frame==0){
	void self = getlocalvar("self");
	changeentityproperty(self, "defense", openborconstant("ATK_NORMAL2"), 1, 0, 1);
	}
@end_script
		delay  15
		offset  57  67
		bbox  0  0  0  0
	frame  data/chars/Martial_Art/Rise.GIF
	frame  data/chars/Martial_Art/Rise.GIF
	
anim  Pain
		offset  57  67
		delay  15
		bbox  53  30  10  26
	frame  data/chars/Martial_Art/Pain_01.GIF
	frame  data/chars/Martial_Art/Pain_02.GIF
		delay  30
		bbox  53  35  14  22
	frame  data/chars/Martial_Art/Pain_03.GIF

anim  Pain9
		offset  57  67
		delay  15
		bbox  53  30  10  26
	frame  data/chars/Martial_Art/Pain_01.GIF
	frame  data/chars/Martial_Art/Pain_02.GIF
	
anim  Fall
@script
    void self = getlocalvar("self");
    changeentityproperty(self, "Subject_to_Wall", 1);
    changeentityproperty(self, "Subject_to_MinZ", 1);
    changeentityproperty(self, "Subject_to_MaxZ", 1);
    if(frame==2){
      setentityvar(self, 0, openborvariant("elapsed_time"));
    }
@end_script	
		offset  57  67
		delay  30
		landframe 2
		quakeframe 0
	frame  data/chars/Martial_Art/Fall_01.GIF
		Delay	1000
	frame  data/chars/Martial_Art/Fall_01.GIF
		Delay	30
		sound  data/sounds/Double_Dragon_III/Fall1.wav
	frame  data/chars/Martial_Art/Fall_02.GIF
	
anim  HitPlatform
@script
    void self = getlocalvar("self");
    changeentityproperty(self, "Subject_to_Wall", 1);
    changeentityproperty(self, "Subject_to_MinZ", 1);
    changeentityproperty(self, "Subject_to_MaxZ", 1);
    if(frame==2){
      setentityvar(self, 0, openborvariant("elapsed_time"));
    }
@end_script	
		offset  57  67
		delay  30
		landframe 2
		quakeframe 0
		flipframe	0
		jumpframe  0 1 -0.3 0
	frame  data/chars/Martial_Art/Fall_01.GIF
		Delay	1000
	frame  data/chars/Martial_Art/Fall_01.GIF
		Delay	30
		sound  data/sounds/Double_Dragon_III/Fall1.wav
	frame  data/chars/Martial_Art/Fall_02.GIF
	
anim  HitWall
@script
    void self = getlocalvar("self");
    changeentityproperty(self, "Subject_to_Wall", 1);
    changeentityproperty(self, "Subject_to_MinZ", 1);
    changeentityproperty(self, "Subject_to_MaxZ", 1);
    if(frame==2){
      setentityvar(self, 0, openborvariant("elapsed_time"));
    }
@end_script	
		offset  57  67
		delay  30
		landframe 2
		quakeframe 0
		flipframe	0
		jumpframe  0 1 -0.3 0
	frame  data/chars/Martial_Art/Fall_01.GIF
		Delay	1000
	frame  data/chars/Martial_Art/Fall_01.GIF
		Delay	30
		sound  data/sounds/Double_Dragon_III/Fall1.wav
	frame  data/chars/Martial_Art/Fall_02.GIF

#Основа-----------------------------------------------------------#	

#Прыжок-----------------------------------------------------------#

anim  Jumpland
@script
	if(frame==0){
	void self = getlocalvar("self");
	changeentityproperty(self, "defense", openborconstant("ATK_NORMAL2"), 1, 0, 1);
	}
@end_script
		delay  15
		offset  57  67
		bbox  0  0  0  0
	frame  data/chars/Martial_Art/Rise.GIF
	frame  data/chars/Martial_Art/Rise.GIF

anim  Jump
@script
	if(frame==0){
	void self = getlocalvar("self");
	changeentityproperty(self, "defense", openborconstant("ATK_NORMAL2"), 1, 0, 1);
	}
@end_script
		delay  15
		offset  57  67
		bbox  53  29  8  26
	frame  data/chars/Martial_Art/Jump.GIF
	frame  data/chars/Martial_Art/Jump.GIF
	frame  data/chars/Martial_Art/Jump.GIF
	frame  data/chars/Martial_Art/Jump.GIF

anim  Freespecial1
@script
	if(frame==0){
	void self = getlocalvar("self");
	changeentityproperty(self, "defense", openborconstant("ATK_NORMAL2"), 0, 200, 0);
	}
@end_script
		loop  0
		range 57 67
		rangez	0 1
		Rangea	0 0
		delay  15
		offset 55 67
		bbox  0
		Jumpframe	1 2.3 1 0 
	frame  data/chars/Martial_Art/Rise.GIF
		delay  20
		sound	data/sounds/Jump.wav
		bbox  53  29  8  26
	frame  data/chars/Martial_Art/Jump.GIF
		@cmd	finisher 	"ANI_Idle" 			"ANI_Follow40" 	0 30 3 0 1
		@cmd	finisher 	"ANI_Walk" 			"ANI_Follow40" 	0 30 3 0 1
		@cmd	finisher2 	"ANI_Idle" 			"ANI_Follow4" -500 600 3 0 0
		@cmd	finisher2 	"ANI_Walk" 			"ANI_Follow4" -500 600 3 0 0
		@cmd	finisher2 	"ANI_UP" 			"ANI_Follow4" -500 600 3 0 0
		@cmd	finisher2 	"ANI_Attack1" 		"ANI_Follow4" -500 600 3 0 0
		@cmd	finisher2 	"ANI_Attack9" 		"ANI_Follow4" -500 600 3 0 0
		@cmd	finisher2 	"ANI_Freespecial1" 	"ANI_Follow4" -500 600 3 0 0
		@cmd	finisher2 	"ANI_Run" 			"ANI_Follow4" -500 600 3 0 0
		@cmd	finisher2 	"ANI_Forwardjump" 	"ANI_Follow4" -500 600 3 0 0
		@cmd	finisher2 	"ANI_Jump" 			"ANI_Follow4" -500 600 3 0 0
		@cmd	finisher2 	"ANI_Freespecial4" 	"ANI_Follow4" -500 600 3 0 0
		@cmd	finisher 	"ANI_Idle" 			"ANI_Follow5" 	0 30 3 0 1
		@cmd	finisher 	"ANI_Walk" 			"ANI_Follow5" 	0 30 3 0 1
		@cmd	finisher 	"ANI_Follow5" 		"ANI_Follow5" 	0 30 3 0 1
		@cmd	finisher2 	"ANI_Pain" 			"ANI_Follow4" -50 60 3 0 0
	frame  data/chars/Martial_Art/Jump.GIF
		@cmd	finisher 	"ANI_Idle" 			"ANI_Follow40" 	0 30 3 0 1
		@cmd	finisher 	"ANI_Walk" 			"ANI_Follow40" 	0 30 3 0 1
		@cmd	finisher2 	"ANI_Idle" 			"ANI_Follow4" -500 600 3 0 0
		@cmd	finisher2 	"ANI_Walk" 			"ANI_Follow4" -500 600 3 0 0
		@cmd	finisher2 	"ANI_UP" 			"ANI_Follow4" -500 600 3 0 0
		@cmd	finisher2 	"ANI_Attack1" 		"ANI_Follow4" -500 600 3 0 0
		@cmd	finisher2 	"ANI_Attack9" 		"ANI_Follow4" -500 600 3 0 0
		@cmd	finisher2 	"ANI_Freespecial1" 	"ANI_Follow4" -500 600 3 0 0
		@cmd	finisher2 	"ANI_Run" 			"ANI_Follow4" -500 600 3 0 0
		@cmd	finisher2 	"ANI_Forwardjump" 	"ANI_Follow4" -500 600 3 0 0
		@cmd	finisher2 	"ANI_Jump" 			"ANI_Follow4" -500 600 3 0 0
		@cmd	finisher2 	"ANI_Freespecial4" 	"ANI_Follow4" -500 600 3 0 0
		@cmd	finisher 	"ANI_Idle" 			"ANI_Follow5" 	0 30 3 0 1
		@cmd	finisher 	"ANI_Walk" 			"ANI_Follow5" 	0 30 3 0 1
		@cmd	finisher 	"ANI_Follow5" 		"ANI_Follow5" 	0 30 3 0 1
		@cmd	finisher2 	"ANI_Pain" 			"ANI_Follow4" -50 60 3 0 0
	frame  data/chars/Martial_Art/Jump.GIF
		bbox	0
	frame  data/chars/Martial_Art/Rise.GIF

anim  Follow4 #JumpAttack
@script
	if(frame==0){
	void self = getlocalvar("self");
	changeentityproperty(self, "defense", openborconstant("ATK_NORMAL2"), 0, 200, 0);
	}
@end_script
		rangez    0 1
		rangea    0 0
		loop	0
		JumpFrame	0 0 1 0
		delay  35
		offset  57  77
		bbox	57 40 9 27
		attack  68 55 19 15  3  1  0  0  0  3
		dropv	1.3 0.5
		sound	data/sounds/Double_Dragon_III/Punch.wav
		hitfx	data/sounds/Double_Dragon_III/Kick.wav
	frame  data/chars/Martial_Art/Jump_Attack.GIF
		offset	57 67
		bbox	56 30 8 23
		Delay	1
		attack	0
	frame  data/chars/Martial_Art/Jump.GIF
		bbox	0
		@cmd	anichange	"ANI_Rise"
		Delay	30
	frame  data/chars/Martial_Art/Rise.GIF
	
anim  Freespecial2
@script
	if(frame==0){
	void self = getlocalvar("self");
	changeentityproperty(self, "defense", openborconstant("ATK_NORMAL2"), 0, 200, 0);
	}
@end_script
		loop  0
		range 57 67
		rangez	0 1
		Rangea	0 0
		delay  15
		offset 55 67
		bbox  0
		Jumpframe	1 2.3 1 0 
	frame  data/chars/Martial_Art/Rise.GIF
		delay  20
		sound	data/sounds/Jump.wav
		bbox  53  29  8  26
	frame  data/chars/Martial_Art/Jump.GIF
		@cmd	finisher 	"ANI_Idle" 			"ANI_Follow40" 	0 30 3 0 1
		@cmd	finisher 	"ANI_Walk" 			"ANI_Follow40" 	0 30 3 0 1
		@cmd	finisher2 	"ANI_Idle" 			"ANI_Follow1" -500 600 3 0 0
		@cmd	finisher2 	"ANI_Walk" 			"ANI_Follow1" -500 600 3 0 0
		@cmd	finisher2 	"ANI_UP" 			"ANI_Follow1" -500 600 3 0 0
		@cmd	finisher2 	"ANI_Attack1" 		"ANI_Follow1" -500 600 3 0 0
		@cmd	finisher2 	"ANI_Attack9" 		"ANI_Follow1" -500 600 3 0 0
		@cmd	finisher2 	"ANI_Freespecial1" 	"ANI_Follow1" -500 600 3 0 0
		@cmd	finisher2 	"ANI_Run" 			"ANI_Follow1" -500 600 3 0 0
		@cmd	finisher2 	"ANI_Forwardjump" 	"ANI_Follow1" -500 600 3 0 0
		@cmd	finisher2 	"ANI_Jump" 			"ANI_Follow1" -500 600 3 0 0
		@cmd	finisher2 	"ANI_Freespecial4" 	"ANI_Follow1" -500 600 3 0 0
		@cmd	finisher 	"ANI_Idle" 			"ANI_Follow5" 	0 30 3 0 1
		@cmd	finisher 	"ANI_Walk" 			"ANI_Follow5" 	0 30 3 0 1
		@cmd	finisher 	"ANI_Follow5" 		"ANI_Follow5" 	0 30 3 0 1
		@cmd	finisher2 	"ANI_Pain" 			"ANI_Follow1" -50 60 3 0 0
	frame  data/chars/Martial_Art/Jump.GIF
		@cmd	finisher 	"ANI_Idle" 			"ANI_Follow40" 	0 30 3 0 1
		@cmd	finisher 	"ANI_Walk" 			"ANI_Follow40" 	0 30 3 0 1
		@cmd	finisher2 	"ANI_Idle" 			"ANI_Follow1" -500 600 3 0 0
		@cmd	finisher2 	"ANI_Walk" 			"ANI_Follow1" -500 600 3 0 0
		@cmd	finisher2 	"ANI_UP" 			"ANI_Follow1" -500 600 3 0 0
		@cmd	finisher2 	"ANI_Attack1" 		"ANI_Follow1" -500 600 3 0 0
		@cmd	finisher2 	"ANI_Attack9" 		"ANI_Follow1" -500 600 3 0 0
		@cmd	finisher2 	"ANI_Freespecial1" 	"ANI_Follow1" -500 600 3 0 0
		@cmd	finisher2 	"ANI_Run" 			"ANI_Follow1" -500 600 3 0 0
		@cmd	finisher2 	"ANI_Forwardjump" 	"ANI_Follow1" -500 600 3 0 0
		@cmd	finisher2 	"ANI_Jump" 			"ANI_Follow1" -500 600 3 0 0
		@cmd	finisher2 	"ANI_Freespecial4" 	"ANI_Follow1" -500 600 3 0 0
		@cmd	finisher 	"ANI_Idle" 			"ANI_Follow5" 	0 30 3 0 1
		@cmd	finisher 	"ANI_Walk" 			"ANI_Follow5" 	0 30 3 0 1
		@cmd	finisher 	"ANI_Follow5" 		"ANI_Follow5" 	0 30 3 0 1
		@cmd	finisher2 	"ANI_Pain" 			"ANI_Follow1" -50 60 3 0 0
	frame  data/chars/Martial_Art/Jump.GIF
		bbox	0
	frame  data/chars/Martial_Art/Rise.GIF
	
anim  Follow1 #Скользящий удар
@script
	if(frame==0){
	void self = getlocalvar("self");
	changeentityproperty(self, "defense", openborconstant("ATK_NORMAL2"), 0, 200, 0);
	}
@end_script
		rangez    0 1
		rangea    0 0
		loop	0
		JumpFrame	0 0 1 0
		delay  20
		offset  57  77
		bbox	57 40 9 27
		attack  68 55 19 15  3  1  0  0  0  3
		dropv	1.3 0.5
		sound	data/sounds/Double_Dragon_III/Punch.wav
		hitfx	data/sounds/Double_Dragon_III/Kick.wav
		@cmd dasher	0 -1 0
	frame  data/chars/Martial_Art/Jump_Attack.GIF
		@cmd dasher	1 0 0
		Offset	57 67
		Delay	100
	frame  data/chars/Martial_Art/Jump_Attack.GIF
		offset	57 67
		@cmd dasher	0 0 0
		bbox	0
		Delay	1
		attack	0
	frame  data/chars/Martial_Art/Rise.GIF
		bbox	0
		@cmd	anichange	"ANI_Rise"
		Delay	30
	frame  data/chars/Martial_Art/Rise.GIF
	
Anim	WalkOff
@script
	if(frame==0){
	void self = getlocalvar("self");
	changeentityproperty(self, "defense", openborconstant("ATK_NORMAL2"), 1, 0, 1);
	}
@end_script
		delay  15
		offset  57  67
		bbox  53  29  8  26
		Jumpframe	0 0.6 0.2 0
	frame  data/chars/Martial_Art/Jump.GIF		
		
#Прыжок-----------------------------------------------------------#

#Захват-----------------------------------------------------------#

Anim	Grabbed
		delay  5
		offset  57  67
		bbox  53 33 15 35
	frame  data/chars/Martial_Art/Grabbed_01.GIF
		Delay	35
		Bbox	52 39 33 28
		OffSet	58 67
	frame  data/chars/Martial_Art/Grab.GIF

Anim	Pain4
		offset  57  67
		Delay	35
		Bbox	52 39 33 28
	frame  data/chars/Martial_Art/Grab.GIF
		Delay	15
	frame  data/chars/Martial_Art/Grab_Pain.GIF

Anim	Pain5
		delay  15
		offset  57  67
		bbox  52 32 23 35
	frame  data/chars/Martial_Art/Grabbed_01.GIF
	
#Захват-----------------------------------------------------------#

#Атаки-----------------------------------------------------#

Anim	Attack1
		range   0 20
		rangez    0 0
		rangea    0 0
		loop  0
		delay  10
		offset  57  67
		bbox  55 29 9 29
		sound	data/sounds/Double_Dragon_III/Punch.wav
		hitfx	data/sounds/Double_Dragon_III/Damage_Punch.wav
		@cmd	finisher2 "ANI_Pain9" "ANI_Follow2" 0 40 5 0 0
	frame  data/chars/Martial_Art/Attack_01.GIF
		@cmd	finisher2 "ANI_Pain9" "ANI_Follow2" 0 40 5 0 0
		Delay	25
		Attack9	64 35 17 10 3 0 0 0 0 3
		dropv	1 0.5
	frame  data/chars/Martial_Art/Attack_02.GIF
		@cmd	finisher2 "ANI_Pain9" "ANI_Follow2" 0 40 5 0 0
		Delay	15
	frame  data/chars/Martial_Art/Attack_01.GIF

Anim	Follow2	#Attack1_Loop1
		range   0 20
		rangez    0 0
		rangea    0 0
		loop  0
		delay  10
		offset  57  67
		bbox  55 29 9 29
		sound	data/sounds/Double_Dragon_III/Punch.wav
		hitfx	data/sounds/Double_Dragon_III/Damage_Punch.wav
		@cmd	finisher2 "ANI_Pain" "ANI_Follow3" 0 40 5 0 0
	frame  data/chars/Martial_Art/Attack_01.GIF
		@cmd	finisher2 "ANI_Pain" "ANI_Follow3" 0 40 5 0 0
		Delay	25
		Attack	64 35 17 10 3 0 0 0 0 3
		dropv	1 0.5
	frame  data/chars/Martial_Art/Attack_02.GIF
		@cmd	finisher2 "ANI_Pain" "ANI_Attack2" 0 40 5 0 0
		Delay	15
	frame  data/chars/Martial_Art/Attack_01.GIF
	
Anim	Attack2
		range   0 20
		rangez    0 0
		rangea    0 0
		loop  0
		delay  10
		offset  57  67
		bbox  53 29 10 26
		sound	data/sounds/Double_Dragon_III/Punch.wav
		hitfx	data/sounds/Double_Dragon_III/Damage_Punch.wav
		@cmd	finisher2 "ANI_Pain" "ANI_Follow3" 0 40 5 0 0
	frame  data/chars/Martial_Art/Attack_10.GIF
		Bbox	53 30 11 25
		@cmd	finisher2 "ANI_Pain" "ANI_Follow3" 0 40 5 0 0
	frame  data/chars/Martial_Art/Attack_11.GIF
		Attack	64 36 16 8 12 0 0 0 0 3
		Dropv	1 0.5
		@cmd	finisher2 "ANI_Pain" "ANI_Follow3" 0 40 5 0 0
		Delay	20
	frame  data/chars/Martial_Art/Attack_12.GIF
	
Anim	Attack3 #Kick
		range   0 20
		rangez    0 0
		rangea    0 0
		loop  0
		delay  10
		offset  57  67
		bbox  56 30 9 25
		sound	data/sounds/Double_Dragon_III/Punch.wav
		hitfx	data/sounds/Double_Dragon_III/Damage_Punch.wav
		@cmd	finisher2 "ANI_Pain" "ANI_Follow3" 0 40 5 0 0
	frame  data/chars/Martial_Art/Attack_20.GIF
		@cmd	finisher2 "ANI_Pain" "ANI_Follow3" 0 40 5 0 0
	frame  data/chars/Martial_Art/Attack_21.GIF
		Attack	61 41 24 11 5 0 0 0 0 3
		Dropv	1 1
		Bbox	54 30 8 22
		@cmd	finisher2 "ANI_Pain" "ANI_Follow3" 0 40 5 0 0
		Delay	25
	frame  data/chars/Martial_Art/Attack_22.GIF
		Delay	10
		Attack	0
	frame  data/chars/Martial_Art/Attack_21.GIF
	
Anim	Follow3 #Kick K.O. 
		range   0 20
		rangez    0 0
		rangea    0 0
		loop  0
		delay  10
		offset  57  67
		bbox  56 30 9 25
		sound	data/sounds/Double_Dragon_III/Punch.wav
		hitfx	data/sounds/Double_Dragon_III/Damage_Punch.wav
	frame  data/chars/Martial_Art/Attack_20.GIF
	frame  data/chars/Martial_Art/Attack_21.GIF
		Attack	61 41 24 11 5 0 0 0 0 3
		Dropv	1 1
		Bbox	54 30 8 22
		Delay	25
	frame  data/chars/Martial_Art/Attack_22.GIF
		Delay	10
		Attack	0
		@cmd	finisher2 "ANI_Pain" "ANI_Follow6" 0 30 5 0 0
	frame  data/chars/Martial_Art/Attack_21.GIF
	
#Атаки-----------------------------------------------------#

#Jumpgrab--------------------------------------------------#

anim Pain2
	delay	1
	offset	57 67
	frame	data/chars/Martial_Art/Idle.gif
		@cmd    anichange "ANI_FOLLOW6"
		Delay	5
	frame	data/chars/Martial_Art/Idle.gif
	
anim Pain11
	loop	0
    delay   100
	offset	57 67
	frame	data/chars/Martial_Art/Jumpgrab_01.GIF
	frame	data/chars/Martial_Art/Jumpgrab_02.GIF
	frame	data/chars/Martial_Art/Jumpgrab_03.GIF
	frame  data/chars/Martial_Art/Fall_01.GIF
	
anim Fall11
	loop	0
    delay   100
	offset	57 67
	frame	data/chars/Martial_Art/Jumpgrab_01.GIF
	frame	data/chars/Martial_Art/Jumpgrab_02.GIF
	frame	data/chars/Martial_Art/Jumpgrab_03.GIF
	frame  data/chars/Martial_Art/Fall_01.GIF

anim Pain12
	loop	0
    delay   40
	offset	57 67
	frame	data/chars/Martial_Art/Jumpgrab_02.GIF
	frame	data/chars/Martial_Art/Jumpgrab_03.GIF
	frame  data/chars/Martial_Art/Fall_01.GIF
		Delay	100
		sound  data/sounds/Double_Dragon_III/Fall1.wav
	frame  data/chars/Martial_Art/Fall_02.GIF
	
anim Fall12
	loop	0
    delay   40
	offset	57 67
	frame	data/chars/Martial_Art/Jumpgrab_02.GIF
	frame	data/chars/Martial_Art/Jumpgrab_03.GIF
	frame  data/chars/Martial_Art/Fall_01.GIF
		Delay	100
		sound  data/sounds/Double_Dragon_III/Fall1.wav
	frame  data/chars/Martial_Art/Fall_02.GIF
	
#Jumpgrab--------------------------------------------------#

anim  Follow5	#ThrowJump
@script
    void vSelf = getlocalvar("self");	

    if(frame==0){
      int  iTime = openborvariant("elapsed_time");

      changeentityproperty(vSelf, "velocity", 0, 0 , 0); // Останавливает объект в прыжке
      changeentityproperty(vSelf, "tosstime", iTime + 200);
    }
@end_script
	loop  0
	offset  57 67
	bbox  0
	flipframe     0
	jumpframe 1 1.5 1.4
	landframe 2
	Delay	40
	frame  data/chars/Martial_Art/WallJump.GIF
	sound	data/sounds/Double_Dragon_III/Punch.wav
	hitfx	data/sounds/Double_Dragon_III/Kick.wav
	delay  100
	attack  64 56 22 12  5  1  0  0  0  3
	dropv	1.3 0.5
	frame  data/chars/Martial_Art/Jump_Attack.GIF
	attack	0
	    @cmd    anichange "ANI_rise"
	Delay	30
	frame  data/chars/Martial_Art/Rise.GIF

#JumpKick_Throw--------------------------------------------#

anim Follow40
	loop	0
	delay	40
	offset	57 67
	bbox	53 29 8 26
	frame	data/chars/Martial_Art/Idle.gif
	offset	55	67
	Delay	20
	frame  data/chars/Martial_Art/Throw.GIF
	frame  data/chars/Martial_Art/Throw.GIF

#JumpKick_Throw--------------------------------------------#