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

name	Leonardo
health	100
speed	8
type	player
#shadow	3
diesound data/sounds/die2.wav

icon	data/chars/leo/icon.gif
makeinv 4

# 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	45 75
	bbox	29 24 36 38
	frame	data/chars/leo/c.gif
        delay   15
	frame	data/chars/leo/d.gif
        delay   60
        frame	data/chars/leo/c.gif
        delay   15
        frame	data/chars/leo/d.gif
        delay   60
        frame	data/chars/leo/c.gif
        delay   15
	frame	data/chars/leo/f.gif
	frame	data/chars/leo/e.gif
        delay 20
        frame	data/chars/leo/c.gif
        delay   15 
        frame	data/chars/leo/f.gif
	frame	data/chars/leo/e.gif
        frame	data/chars/leo/c.gif


anim walk
	loop	1
	delay	15
	offset	41 75
	bbox	33 21 27 39
	frame	data/chars/leo/a1.gif
	frame	data/chars/leo/a2.gif
	frame	data/chars/leo/a3.gif
        frame	data/chars/leo/a2.gif

anim get
	loop	0
	delay	20
	offset	62 63
	#frame	data/chars/leo/ge1.gif
	frame	data/chars/leo/ge2.gif
	#delay	10
	#frame	data/chars/leo/ge1.gif
	

anim attack1
	loop	0
	delay	10
	bbox	27 14 33 42
	offset	45 75
	frame	data/chars/leo/b1.gif
	bbox	44 25 38 38
	offset  45 75
        attack	80 15 31 61 5 0
	frame	data/chars/leo/b2.gif
	bbox	44 25 38 38
	offset	45 75
        attack	0 0 0 0 0
	frame	data/chars/leo/b3.gif
	

anim attack2
	loop	0
        delay	15
	offset	45 75
	bbox	29 12 39 53  
	frame	data/chars/leo/d1.gif
	offset	50 75
	bbox	29 12 39 53 
        attack  80 21 32 5 5 
	frame	data/chars/leo/d2.gif
        delay   1
        attack  0
        frame	data/chars/leo/d2.gif
	delay	15
	offset	45 73
	bbox	44 25 38 38
	frame	data/chars/leo/c1.gif
	bbox	44 25 38 38
	#offset	45 75
        attack	56 3 42 63 5 0
	frame	data/chars/leo/c2.gif
	bbox	44 25 38 38
	#offset	45 75
        attack	0 
	frame	data/chars/leo/c3.gif
	

anim attack3
	loop	0
        delay	1
	offset	50 75
        attack  57 8 59 43  4
        jumpframe 1 2
	frame	data/chars/leo/d3.gif
        delay   5
        attack  0
        move    5
        frame	data/chars/leo/d3.gif
        delay	10
        attack  57 8 59 43  4
        frame	data/chars/leo/d3.gif
        attack  0
        frame	data/chars/leo/d3.gif
        delay	10
        attack  57 8 59 43  4 1
        frame	data/chars/leo/d3.gif

anim special
       
    	loop	0
	delay	5
	offset	69 106
        attack  75 32 55 66 1 0
	frame	data/chars/leo/s1.gif
        attack  0
        frame	data/chars/leo/s2.gif
        attack  0 23 63 61 1 0
	frame	data/chars/leo/s3.gif
        attack  0
	frame	data/chars/leo/s4.gif
        attack  75 32 55 66 1 0
	frame	data/chars/leo/s5.gif
        attack  0
	frame	data/chars/leo/s1.gif
        #attack  0 0 130 130 4 0
	blast	75 32 55 66 8 1
	frame	data/chars/leo/s2.gif
        #attack  0 0 130 130 8 1
	blast	0 23 63 61 8 1
	frame	data/chars/leo/s3.gif
        #attack  0 0 130 130 13 1
	blast	75 32 55 66 12 1
	frame	data/chars/leo/s4.gif
	blast	0 0 0 0 0





anim freespecial
	loop	0
	delay	10
	offset	53 75
	bbox	57 11 31 46
        attack	52 2 55 54 5 1
	#sound	data/sounds/maxrockt.wav
	frame	data/chars/leo/k1.gif
        move    15
        offset	51 73
        attack	52 2 55 54 5 
        frame	data/chars/leo/k2.gif
        attack  0
        offset	53 73
	frame	data/chars/leo/k3.gif
        move    10
        attack	33 4 72 51 5
	frame	data/chars/leo/k4.gif
        attack  0
        delay   1
        frame	data/chars/leo/k4.gif
        delay   10
        move    10
        offset	60 71
        attack	47 7 59 72 10 1
	frame	data/chars/leo/k5.gif
        attack  0
        move    15
        attack	47 7 59 72 15 1
	frame	data/chars/leo/k6.gif
	attack  0 0 0 0
	frame	data/chars/leo/k7.gif
	


anim jump
	loop	0
	offset	52 79
	delay	17
	bbox	37 4 29 46
	frame	data/chars/leo/jp1.gif
	bbox	45 0 29 42
	frame	data/chars/leo/jp2.gif
	bbox	44 7 28 37
	frame	data/chars/leo/jp3.gif
	bbox	52 12 34 30
	frame	data/chars/leo/jp5.gif
	bbox	42 25 34 38
	frame	data/chars/leo/jp6.gif
        bbox	44 6 32 36
        frame	data/chars/leo/jp2.gif
        bbox	44 7 28 37
	frame	data/chars/leo/jp3.gif
	bbox	52 12 34 30
	frame	data/chars/leo/jp5.gif
	bbox	42 25 34 38
	frame	data/chars/leo/jp6.gif
#       delay   10
        bbox	45 0 29 42
        frame	data/chars/leo/JP4.gif


anim jumpattack
	loop	0
	offset	53 75
	delay	7
	bbox	39 10 21 38
	frame	data/chars/leo/jk1.gif
	delay	1000
	attack	60 6 36 63 9 1
	frame	data/chars/leo/jk2.gif


anim jumpattack2
	loop	0
	delay	7
	offset	62 78
	bbox	30 18 59 45
	frame	data/chars/leo/ai1.gif
	bbox	47 16 34 40
	frame	data/chars/leo/ai2.gif
        delay	1000
	bbox	47 9 38 45
	attack	73 9 37 62 12 1
	frame	data/chars/leo/ai3.gif
	

anim grab
	loop	0
	offset	40 70
	bbox	36 25 43 52
	delay	1000
	frame	data/chars/leo/gr.gif


anim grabattack
	loop	0
	offset	56 71
	bbox	27 26 37 36
	delay	5
	frame	data/chars/leo/g1.gif
	frame	data/chars/leo/g2.gif
        attack	53 0 31 50 2 
	delay	10
	frame	data/chars/leo/g3.gif
        attack  0
        frame	data/chars/leo/g2.gif
        attack	53 0 31 50 2
        frame	data/chars/leo/g3.gif
         attack  0
        frame	data/chars/leo/g2.gif
        attack	53 0 31 50 2
        frame	data/chars/leo/g3.gif
        attack	0
	frame	data/chars/leo/g2.gif

anim grabattack2
	loop	0
	offset	50 81
	#bbox	36 8 28 55
	delay	10
	frame	data/chars/leo/jk1.gif
        delay   40
        move    30
	blast	28 7 72 55 15 1
	frame	data/chars/leo/jk2.gif
	blast	0
	


anim throw
	loop	0
	offset	54 76
	delay	10
	sound	data/sounds/maxuh.wav
	frame	data/chars/leo/th1.gif
	delay	20
	frame	data/chars/leo/th2.gif
        offset  57 74
	delay	30
	frame	data/chars/leo/th3.gif


anim pain
	loop	0
	offset	43 72
	bbox	24 20 38 52
	delay	8
	frame	data/chars/leo/p1.gif
	delay	50
	frame	data/chars/leo/p2.gif
	delay	10
        move    -5
	frame	data/chars/leo/p3.gif


anim fall
	loop	0
	offset	66 60	
	delay	30
        #attack  31 14 44 33 7 1
	frame	data/chars/leo/fl1.gif
        #attack  37 33 41 30 7 1
	frame	data/chars/leo/fl2.gif
        #attack  27 42 61 24 7 1
	frame	data/chars/leo/fl4.gif
	

anim rise
	loop	0
	offset	60 95
	delay	15
	frame	data/chars/leo/r1.gif
	frame	data/chars/leo/r2.gif
	frame	data/chars/leo/r3.gif
        offset	91 100
	frame	data/chars/leo/r4.gif


anim land
	loop	0
	offset	52 73
	delay	10
	#bbox	57 11 31 46
	frame	data/chars/leo/k2.gif
        frame	data/chars/leo/k3.gif
        frame	data/chars/leo/k4.gif
