# Do not forget to name your character.
# Health is optional.

name	Donatelo
health	100
speed	8
type	player
#shadow	3
diesound data/sounds/die2.wav
makeinv 4
icon	data/chars/don/icon.gif


# To create an alternate colour version, enter the path to
# an image in the original, and one in the alternative colourset.
remap	data/chars/leo/a.gif data/chars/leo/alter.gif


# Animation syntax:
# First enter the name of the animation:
#	anim	[name]				idle, walk, jump, etc
#
# Then add some other values, like so:
# 	loop	[0/1]
#	offset	x y					location of center,bottom
#	delay	num					in 100th seconds
#	bbox	x y width height			weak point
#	attack	x y width height force drop long	attack rect, force, drop opponent, hurt longer
#
# Every time you specify "frame", a frame is appended to the animation,
# using the settings you just specified. You can change all the values
# at any time between adding frames, though changing "loop" again is
# ofcourse essentially pointless.
# All numeric values default to 0 if not specified.
# 
#	frame	[path]
#
# The maximum number of frames per animation is 32.
# You may use GIF, PCX or BMP files.


anim idle
	loop	1
	delay	120
	offset	42 79
	bbox	34 25 24 35
	frame	data/chars/don/a.gif
        delay   15
	frame	data/chars/don/a1.gif
        delay   50
        frame	data/chars/don/a.gif
        delay   15
        frame	data/chars/don/a1.gif
        delay   45
        frame	data/chars/don/a.gif
        delay	120
	frame	data/chars/don/a2.gif
        delay   15
	frame	data/chars/don/a3.gif
        delay   50
        frame	data/chars/don/a2.gif
	

anim walk
	loop	1
	delay	15
	offset	42 81
	bbox	32 25 29 33
	frame	data/chars/don/w1.gif
	frame	data/chars/don/w2.gif
	frame	data/chars/don/w3.gif
        frame	data/chars/don/w2.gif

anim get
	loop	0
	delay	20
	offset	49 76
	frame	data/chars/don/ge.gif
	
	

anim attack1
	loop	0
	delay	10
	bbox	40 46 35 39
	offset	68 107
	frame	data/chars/don/at1.gif
	bbox	77 79 40 30
	#offset  94 107
        offset	68 107
        attack	116 46 55 59 3 0
	frame	data/chars/don/at2.gif
	#delay   25
        frame	data/chars/don/at3.gif
	attack	0 

anim attack2
	loop	0
	delay	13
	offset	79 110
	bbox	64 55 91 95
	frame	data/chars/don/ab1.gif
        offset	88 114
	bbox	78 59 33 35
	attack	116 53 40 53 5 
	frame	data/chars/don/ab2.gif
        attack  0
        attack	110 34 39 44 5 
	frame	data/chars/don/ab3.gif
        attack	0 
	frame	data/chars/don/ab4.gif
        offset	86 115
	bbox	61 52 41 47
        delay   13
	frame	data/chars/don/ab5.gif
        offset	94 113
	bbox	75 56 36 42
	frame	data/chars/don/ab6.gif
        offset	100 114
	bbox	98 69 31 37
	attack	94 57 120 57 5 0
        frame	data/chars/don/ab7.gif
	attack	0 

anim attack3
	loop	0
	delay	5
	offset	99 114
	bbox	85 65 43 36
        attack  80 40 117 74 5
	frame	data/chars/don/ac1.gif
        attack	0 
        frame	data/chars/don/ac2.gif
	attack  80 40 117 74 5
        frame	data/chars/don/ac1.gif
        attack	0 
	frame	data/chars/don/ac2.gif
        attack  80 40 117 74 5 1
	frame	data/chars/don/ac1.gif
        attack	0 
	frame	data/chars/don/ac2.gif 
        attack  80 40 117 74 5 1
	frame	data/chars/don/ac2.gif
        delay   25
        frame	data/chars/don/ac3.gif
        attack  0 0 0 0 0 
	
	

anim special
       
    	loop	0
	delay	5
	offset	108 105
        attack  127 50 55 59 1 
	frame	data/chars/don/z1.gif
        attack  0
        frame	data/chars/don/z2.gif
        attack  40 34 48 56 1 
	frame	data/chars/don/z3.gif
        attack  0
	frame	data/chars/don/z4.gif
        attack  127 50 55 59 1 
	frame	data/chars/don/z1.gif
        attack  0
	frame	data/chars/don/z2.gif
	blast	40 34 126 77 8 1
	frame	data/chars/don/z3.gif
	blast	40 34 126 77 8 1
	frame	data/chars/don/z4.gif
	blast	40 34 126 77 12 1
	frame	data/chars/don/z1.gif
	blast	0 0 0 0 0





anim freespecial
	loop	0
	delay	10
	offset	107 96
	bbox	93 39 30 46
        move 5
        #sound	data/sounds/maxrockt.wav
	frame	data/chars/don/sf1.gif
        move    10
        frame	data/chars/don/sf2.gif
        move    10
	frame	data/chars/don/sf3.gif
        move    10
        frame	data/chars/don/sf1.gif
        move    15
        frame	data/chars/don/sf2.gif
        delay   15
        move    15
	frame	data/chars/don/sf5.gif
	#move    30
        bbox    104 0 1 1
        offset  158 96
        delay   10
        move    25
        blast	170 31 41 64 10 1
	frame	data/chars/don/sf6.gif
        blast   0 0 0 0 0
        attack  116 19 98 60 10 1
        frame	data/chars/don/sf6.gif
        attack  0 0 0 0 0
        delay   12
        bbox    151 40 31 42
        offset  179 99
        frame	data/chars/don/sf4.gif
anim jump
	loop	0
	offset	109 105
	delay	8
	bbox	94 37 29 44
	frame	data/chars/don/j1.gif
        offset  61 60
	bbox	44 25 32 43
	frame	data/chars/don/j2.gif
	bbox	44 7 28 37
        delay   13
	frame	data/chars/don/j3.gif
        delay   8
	bbox	52 12 34 30
	frame	data/chars/don/j4.gif
	bbox	42 25 34 38
	frame	data/chars/don/j5.gif
        bbox	44 6 32 36
        frame	data/chars/don/j6.gif
        bbox	44 7 28 37
	frame	data/chars/don/j2.gif
	bbox	52 12 34 30
	frame	data/chars/don/j3.gif
        bbox    151 40 31 42
        offset  179 99
	frame	data/chars/don/sf4.gif

anim jumpattack
	loop	0
	offset	67 60
	delay	10
	bbox	40 13 43 46
        frame	data/chars/don/j3.gif
        attack	53 41 45 30 7 1
	frame	data/chars/don/jk1.gif
	attack  0


anim jumpattack2
	loop	0
	offset	67 60
	delay	10
	bbox	40 13 43 46
        frame	data/chars/don/j3.gif
        offset  59 80
        bbox 32 32 35 45
        attack	52 29 36 31 10 1
	frame	data/chars/don/jk2.gif
	attack  0



anim grab
	loop	0
	offset	47 60
	bbox	41 12 28 33
	delay	1000
	frame	data/chars/don/gr.gif


anim grabattack
	loop	0
	offset	118 104
	bbox	104 30 32 50
	delay	8
	frame	data/chars/don/g1.gif
	frame	data/chars/don/g2.gif
        attack	120 35 51 51 8 0
	frame	data/chars/don/g3.gif
        attack	0
	frame	data/chars/don/g4.gif

anim grabattack2
	loop	0
	delay	35
	#bbox	40 46 35 39
	offset	68 107
	frame	data/chars/don/at1.gif
	#bbox	77 79 40 30
	delay   10
        offset	68 107
        attack	78 42 92 64 10
	frame	data/chars/don/at2.gif
        attack  0
        delay   1
        frame	data/chars/don/at3.gif
	delay   15
        offset  110 108
        frame	data/chars/don/ja1.gif
        move    10
        blast   105 37 51 59 7 1
        frame	data/chars/don/ja2.gif
        blast   0 0 0 0 0
	


anim throw
	loop	0
	offset	40 60
	delay	15
	sound	data/sounds/maxuh.wav
	frame	data/chars/don/th1.gif
	delay	35
	frame	data/chars/don/th2.gif
       

anim pain
	loop	0
	offset	58 75
	bbox	26 25 36 37
	delay	15
	frame	data/chars/don/p1.gif
        frame	data/chars/don/p2.gif
	bbox	32 23 40 32
        frame	data/chars/don/p3.gif
        frame	data/chars/don/p2.gif

anim fall
	loop	0
	offset	54 65
	delay	30
        #attack  31 14 44 33 7 1
	frame	data/chars/don/fl1.gif
        #attack  37 33 41 30 7 1
	frame	data/chars/don/fl2.gif
        #attack  27 42 61 24 7 1
	#frame	data/chars/leo/fl4.gif
	

anim rise
	loop	0
	offset	43 80
	delay	15
	frame	data/chars/don/r1.gif
	frame	data/chars/don/r2.gif
        move    20
	frame	data/chars/don/r3.gif
        offset	76 80
	frame	data/chars/don/r4.gif


anim land
	loop	0
	offset	43 80
	delay	12
	#bbox	57 11 31 46
	frame	data/chars/don/r1.gif
	frame	data/chars/don/r2.gif
        #move    20
	frame	data/chars/don/r3.gif
        offset	76 80
	frame	data/chars/don/r4.gif

