anim follow3
loop 0
delay 5
offset 145 211
bbox 0 0 0 0
fastattack 1
movea 0
antigravity 100
hitfx data/sounds/beat5.wav
sound data/sounds/xchoi01.wav
attack2 0 0 0 0
frame data/chars/xchoi/upper12.png
attack2 140 105 47 67 2 0 1 0 5 15
frame data/chars/xchoi/upper11.png #1
attack2 0 0 0 0
frame data/chars/xchoi/upper12.png
attack2 140 105 47 67 2 0 1 0 5 15
frame data/chars/xchoi/upper13.png
attack2 0 0 0 0
frame data/chars/xchoi/upper12.png
@cmd looper 1 12
forcedirection -1
attack2 140 105 47 67 20 1 1 0 25 15
dropv 2 4
frame data/chars/xchoi/upper11.png
attack2 0 0 0 0
delay 5
frame data/chars/xchoi/upper12.png
antigravity 0
@cmd anichange "ANI_FOLLOW5"
frame data/chars/xchoi/upper12.png
void dasher( float Vx, float Vy, float Vz, int Flip)
{// Dash with desired speed!
void self = getlocalvar("self");
int dir = getentityproperty(self,"direction");
if(dir==0 && Flip==1){ // Facing left?
Vx = -Vx ;
}
changeentityproperty(self, "velocity", Vx, Vz, Vy); //Move!
}
void floater( int Time )
{// Floats in Time centiseconds
void self = getlocalvar("self");
int eTime = openborvariant("elapsed_time");
changeentityproperty(self, "tosstime", eTime + 2*Time);
}
@cmd dasher 0 0 0
@cmd floater 50
void leaper( float Vx, float Vy, float Vz )
{// Leap with desired speed!
void self = getlocalvar("self");
int dir = getentityproperty(self,"direction");
if(dir==0){ // Facing left?
Vx = -Vx ;
}
tossentity(self, Vy, Vx, Vz); //Leap!
}
seta {a}
~Changes the entity's altitude off the ground to {a}.
~The entity will remain at this altitude until changed again with 'seta' or the animation ends.
~If the animation ends and the entity is off the ground, they will fall back down while playing their IDLE animation.
~ Setting a>0, allows the entity to fly above holes or simply not fall to holes.
anim spawn
loop 0
delay 1
offset 158 181
seta 40
frame data/chars/bosses/jet/idle00.gif
anim idle #STATIC FLY
loop 1
delay 4
offset 158 181
bbox 144 106 24 77
seta 40
@cmd clearL
frame data/chars/bosses/jet/idle00.gif
seta 42
frame data/chars/bosses/jet/idle01.gif
seta 44
frame data/chars/bosses/jet/idle02.gif
seta 46
frame data/chars/bosses/jet/idle03.gif
seta 48
frame data/chars/bosses/jet/idle00.gif
seta 46
frame data/chars/bosses/jet/idle01.gif
seta 44
frame data/chars/bosses/jet/idle02.gif
seta 42
frame data/chars/bosses/jet/idle03.gif
seta 40
frame data/chars/bosses/jet/idle00.gif
seta 38
frame data/chars/bosses/jet/idle01.gif
seta 36
frame data/chars/bosses/jet/idle02.gif
seta 34
frame data/chars/bosses/jet/idle03.gif
seta 32
frame data/chars/bosses/jet/idle00.gif
seta 34
frame data/chars/bosses/jet/idle01.gif
seta 36
frame data/chars/bosses/jet/idle02.gif
seta 38
frame data/chars/bosses/jet/idle03.gif