Problems with special animation ( A + J )

dantedevil

Well-known member
Hello!

I have a problem with all my players in my mod.
In models txt i set ajspecial 1 to use block, the A + B  anim special.

I set  mponly  1, energycost 50  in all characters but the bar not decrease when they perform the attack.

A very strange problem is left me execute special only once, if i try again the hero dont do nothing, if i keep playing trying every minute at last finally works again, but when not works the hero dont do anything, even the "cant" animation

I trying setting        @cmd    mpcost 50 and the bar decrease ok, but still with the big problem. Only can do one special, and no more.

Wath happend here?

header: 
mp 100

Here one of the anim special 
Code:
anim special
	loop	0
	delay	5
	offset	91 177
	bbox	0 0 0 0
	loop	0
	delay	6
        @cmd    mpcost 50
	frame	data/chars/kang/sel1.gif
	frame	data/chars/kang/sel2.gif
	frame	data/chars/kang/sel3.gif
	frame	data/chars/kang/sel4.gif
	frame	data/chars/kang/sel5.gif
	frame	data/chars/kang/sel6.gif
	frame	data/chars/kang/sel7.gif
	frame	data/chars/kang/sel8.gif
	delay	25
	sound	data/sounds/magic.wav
	frame	data/chars/kang/sel9.gif
	delay	5
	offset	127 225
        bbox      0 0 0 0
        sound   data/sounds/morph.wav
	frame	data/chars/kang/dragon00.gif
	frame	data/chars/kang/dragon01.gif
	frame	data/chars/kang/dragon02.gif
	frame	data/chars/kang/dragon03.gif
	frame	data/chars/kang/dragon04.gif
	frame	data/chars/kang/dragon05.gif
	frame	data/chars/kang/dragon06.gif
	frame	data/chars/kang/dragon07.gif
        sound   data/chars/kang/dragon.wav
	frame	data/chars/kang/dragon08.gif
	delay	15
	frame	data/chars/kang/dragon09.gif
	delay	12
	frame	data/chars/kang/dragon17.gif
	frame	data/chars/kang/dragon18.gif
	frame	data/chars/kang/dragon19.gif
	delay	35
	frame	data/chars/kang/dragon20.gif
	delay	8
	frame	data/chars/kang/dragon19.gif
	offset	318 235
        sound   data/chars/kang/acid/acid.wav
	frame	data/chars/kang/dragonsp01.gif
	frame	data/chars/kang/dragonsp02.gif
        sound   data/chars/kang/acid/acid.wav
	frame	data/chars/kang/dragonsp03.gif
	frame	data/chars/kang/dragonsp04.gif
        sound   data/chars/kang/acid/acid.wav
	frame	data/chars/kang/dragonsp05.gif
	frame	data/chars/kang/dragonsp06.gif
	frame	data/chars/kang/dragonsp07.gif
	frame	data/chars/kang/dragonsp08.gif
	delay	8
	offset	127 225
	frame	data/chars/kang/dragon19.gif
       @cmd     toss "acid" 200 240 -1
	frame	data/chars/kang/dragon19.gif
       @cmd     toss "acid" 50 240 0
	frame	data/chars/kang/dragon19.gif
       @cmd     toss "acid" -100 240 1
	frame	data/chars/kang/dragon19.gif
       @cmd     toss "acid" -100 240 -1
	frame	data/chars/kang/dragon19.gif
       @cmd     toss "acid" 50 240 0
	frame	data/chars/kang/dragon19.gif
       @cmd     toss "acid" 200 240 1
	frame	data/chars/kang/dragon19.gif
	delay	35
	frame	data/chars/kang/dragon20.gif
	offset	127 225
        sound   data/sounds/morph.wav
	delay	5
	frame	data/chars/kang/dragon08.gif
	frame	data/chars/kang/dragon07.gif
	frame	data/chars/kang/dragon06.gif
	frame	data/chars/kang/dragon05.gif
	frame	data/chars/kang/dragon04.gif
	frame	data/chars/kang/dragon03.gif
	frame	data/chars/kang/dragon02.gif
	frame	data/chars/kang/dragon01.gif
	frame	data/chars/kang/dragon00.gif
	offset	91 177
	delay	25
        @cmd    clearL
	frame	data/chars/kang/sel9.gif
	delay	9
	frame	data/chars/kang/sel1.gif


 
dantedevil said:

Which bar is not decreasing? It sounds like everything is working exactly as intended. You lose 50MP and can't do the special until enough MP is recovered over time. Also, the CANT animation does not work and there are no plans to fix it (it was added by an unknown contributor years ago and never finished - getting it to work is not worth the massive amounts of coding it would take). You can only use it with script.

DC
 
Ok!

I test the next:

If delete all the cmd toss and this player can perform the special normally.

Its any way to clear the spawn via script (like unsummonframe)?
Exist others script to clear features?
Ex: to clear cmd toss?
 
There are notes, in several places; this is the problem with having manuals all over the place and yet no one willing to help maintain the wiki.

The reason it isn't removed outright is that the animation itself does work and several people (including myself) use it. It just doesn't trigger on its own.

DC
 
this is the problem with having manuals all over the place and yet no one willing to help maintain the wiki.
I don't want to sound rude but that is not true.

I sent you a PM about it months ago, you said you would take a look why the registration is not working on your site...and no reply after that. About the DCEmulation, I keep updating it each time I saw something missing or an error on it.  Last update on 14 October 2013.
 
O Ilusionista said:
this is the problem with having manuals all over the place and yet no one willing to help maintain the wiki.
I don't want to sound rude but that is not true.

I sent you a PM about it months ago, you said you would take a look why the registration is not working on your site...and no reply after that. About the DCEmulation, I keep updating it each time I saw something missing or an error on it.  Last update on 14 October 2013.

Huh? I did fix your reg. Check your PMs. It was only a couple of days after that. If you still don't see it or it's there but not working let me know and I'll get you another.

Anyway, I'm not referring to you or any specific person. I was talking about the community as a whole seeming to have little interest in a searchable wiki style manual we control and anyone can contribute to as opposed to relying on an outside site.

DC
 
Abou my problem...

Now is this:

I set
@cmd    mpcost 50
@cmd    limiter 50

Then when the player kake the special the animation cancel  with idle(MP bar 100%)
and the MP bar decrease 50%.

Wat is wrong?

Itas a shame the energycosy and mponly dont works.
 
There is nothing wrong with energycost or mponly, else pretty much every module released would be broken. Send us the text where you are using them, not the @cmd. We might be able to sort the problem from there.

DC
 
Here the move, but the bar not decrease when they perform the attack.
Code:
anim attackboth
	loop	0
	delay	5
        mponly  1
	energycost 50
 	load		fmagic
 	subentity	fmagic
 	summonframe	8 5 0 0 0
  	unsummonframe 999
	offset	91 177
	bbox	0 0 0 0
	loop	0
	delay	6
	frame	data/chars/kang/sel1.gif
	frame	data/chars/kang/sel2.gif
	frame	data/chars/kang/sel3.gif
	frame	data/chars/kang/sel4.gif
	frame	data/chars/kang/sel5.gif
	frame	data/chars/kang/sel6.gif
	frame	data/chars/kang/sel7.gif
	frame	data/chars/kang/sel8.gif
	delay	25
	sound	data/sounds/magic.wav
	frame	data/chars/kang/sel9.gif
	delay	5
	offset	127 225
        bbox      0 0 0 0
        sound   data/sounds/morph.wav
	frame	data/chars/kang/dragon00.gif
	frame	data/chars/kang/dragon01.gif
	frame	data/chars/kang/dragon02.gif
	frame	data/chars/kang/dragon03.gif
	frame	data/chars/kang/dragon04.gif
	frame	data/chars/kang/dragon05.gif
	frame	data/chars/kang/dragon06.gif
	frame	data/chars/kang/dragon07.gif
        sound   data/chars/kang/dragon.wav
	frame	data/chars/kang/dragon08.gif
	delay	15
	frame	data/chars/kang/dragon09.gif
	delay	12
	frame	data/chars/kang/dragon17.gif
	frame	data/chars/kang/dragon18.gif
	frame	data/chars/kang/dragon19.gif
	delay	35
	frame	data/chars/kang/dragon20.gif
	delay	8
	frame	data/chars/kang/dragon19.gif
	offset	318 235
        sound   data/chars/kang/acid/acid.wav
	frame	data/chars/kang/dragonsp01.gif
	frame	data/chars/kang/dragonsp02.gif
        sound   data/chars/kang/acid/acid.wav
	frame	data/chars/kang/dragonsp03.gif
	frame	data/chars/kang/dragonsp04.gif
        sound   data/chars/kang/acid/acid.wav
	frame	data/chars/kang/dragonsp05.gif
	frame	data/chars/kang/dragonsp06.gif
	frame	data/chars/kang/dragonsp07.gif
	frame	data/chars/kang/dragonsp08.gif
	delay	8
	offset	127 225
	frame	data/chars/kang/dragon19.gif
       @cmd     toss "acid" 200 240 -1
	frame	data/chars/kang/dragon19.gif
       @cmd     toss "acid" 50 240 0
	frame	data/chars/kang/dragon19.gif
       @cmd     toss "acid" -100 240 1
	frame	data/chars/kang/dragon19.gif
       @cmd     toss "acid" -100 240 -1
	frame	data/chars/kang/dragon19.gif
       @cmd     toss "acid" 50 240 0
	frame	data/chars/kang/dragon19.gif
       @cmd     toss "acid" 200 240 1
	frame	data/chars/kang/dragon19.gif
	delay	35
	frame	data/chars/kang/dragon20.gif
	offset	127 225
        sound   data/sounds/morph.wav
	delay	5
	frame	data/chars/kang/dragon08.gif
	frame	data/chars/kang/dragon07.gif
	frame	data/chars/kang/dragon06.gif
	frame	data/chars/kang/dragon05.gif
	frame	data/chars/kang/dragon04.gif
	frame	data/chars/kang/dragon03.gif
	frame	data/chars/kang/dragon02.gif
	frame	data/chars/kang/dragon01.gif
	frame	data/chars/kang/dragon00.gif
	offset	91 177
	delay	25
        @cmd    clearL
	frame	data/chars/kang/sel9.gif
	delay	9
	frame	data/chars/kang/sel1.gif

Only works in this animation for the same character
Code:
anim freespecial6
	energycost	5
	mponly  	2
	loop	0
	delay	7
	offset	82 177
	jumpframe 1 3
	bbox	0 0 0 0
	sound   data/chars/kang/kick.wav
	frame	data/chars/kang/rise.gif
	offset	82 161
	frame	data/chars/kang/j1.gif
	offset	81 176
	delay   8
	frame	data/chars/kang/sp01.gif
	frame	data/chars/kang/sp02.gif
	attack30  87 114 63 22 20 1 1 0 25
	frame	data/chars/kang/sp03.gif
	attack  0 0 0 0 0 0 0 0 0 0 0
	frame	data/chars/kang/sp04.gif
	attack30  15 115 65 30 20 1 1 0 25
	frame	data/chars/kang/sp05.gif
	attack  0 0 0 0 0 0 0 0 0 0 0
	frame	data/chars/kang/sp06.gif
	delay   15
	offset	82 161
	frame	data/chars/kang/j1.gif
	offset	82 177
	delay   9
	frame	data/chars/kang/rise.gif

I dont understand.
 
I think this will help you:

energycost {amount} {mponly} {disable}

Amount of energy the animation will require and consume. If the entity has enough energy to perform the move, {int} is subtracted from the energy supply. The type of energy needed is controlled by Mponly (see below).

{amount}
    Default: 6 for Special, 0 for all others.
    Energy amount required and used.

{mponly}
    Default: 0.
    Type of energy required and consumed. Replaces the mponly command, which still exists for backwards compatibility.

        0 = If the entity has enough mp to perform the move, {amount} is subtracted from it's mp. If not, the difference will be subtracted from the entity's health.
        1 = Only mp.
        2 = Only health.

{disable}
    Default: 0.
    Disables the special based on entity type.

        0 = None.
        >0 = Entity type (by constant).
        1 = All.
        2 = Enemies & NPCs.
        3 = Players & NPCs.
        4 = Players & Enemies.

mponly {int}

Type of energy required and consumed. This command exists only for backwards compatibility; the {mponly} parameter of the energycost command should be used instead.

{int}
    Default: 0.
    0 = If the entity has enough mp to perform the move, {int} is subtracted from it's mp. If not, the difference will be subtracted from the entity's health.
    1 = Only mp.
    2 = Only health.
 
I see the problem now; you are trying to use it with ATTACKBOTH. Energycost is only for SPECIAL, SPECIAL2 and FREESPECIAL#. It has no effect on other animations.

If you want to use A+J for SPECIAL, that can be enabled with ajspecial. Then A+J will be mapped to SPECIAL instead of ATTACKBOTH and you can use energycost.

O Ilusionista said:

Grrr... sorry about that. I'm having another look right now.

DC
 
Ok. If you see the first post, i use special with ajspecial before. But the result was:
Hello!I have a problem with all my players in my mod.
In models txt i set ajspecial 1 to use block, the A + B  anim special.
I set   mponly  1, energycost 50  in all characters but the bar not decrease when they perform the attack.
A very strange problem is left me execute special only once, if i try again the hero dont do nothing, if i keep playing trying every minute at last finally works again, but when not works the hero dont do anything, even the "cant" animation.
I trying setting:
@cmd  mpcost 50 and the bar decrease ok, but still with the big problem. Only can do one special, and no more.

For this result i try with attackboth, without know about you tell me of energycost.

Now i am when i started, I dont have idea wath is the problem.
 
Let's start from the beginning.

Use ajspecial. Now, put your special animation into SPECIAL. Use energycost {amount} {mponly} {disable} as documented above, and don't add any script @cmd. Try it and post the WHOLE text, not pieces, if it does not work.

DC
 
Well... still in darknes...
Here the complete txt.
Code:
name	LIU_KANG
health	100
speed	11
throw         2 3
type	player
grabdistance	40
shadow	0
gfxshadow  1
icon	data/chars/kang/icon.gif
makeinv  1
holdblock 1
bflash block
fmap 2
mp 100
mprate	2
dust		dust
risetime 100

diesound  data/chars/kang/hit2.wav

animationscript data/scripts/grabscript.c 


remap 	data/chars/kang/map.gif  data/chars/kang/map2.gif
remap 	data/chars/kang/map.gif  data/chars/kang/mapf.gif



com      D F S   freespecial2
com      F F S   freespecial3
com      D F A   freespecial4
com      F F J   freespecial5
com      A2      freespecial6



load	kball
knife	kball



anim spawn
	loop	0
        delay	2
	offset	82 177
	frame	data/chars/kang/idle.gif


anim respawn
	load		pspawn
	subentity	pspawn
	summonframe	0 5 0 0 0
        delay	9
	unsummonframe 28
	offset	30 13
	sound	data/sounds/magic.wav
	frame	data/chars/misc/0empty.gif
	frame	data/chars/misc/0empty.gif
        delay	4
        offset	91 177
	frame	data/chars/kang/spawn1.gif
	frame	data/chars/kang/spawn2.gif
	frame	data/chars/kang/spawn1.gif
	frame	data/chars/kang/spawn2.gif
	frame	data/chars/kang/spawn1.gif
	frame	data/chars/kang/spawn2.gif
	frame	data/chars/kang/spawn1.gif
	frame	data/chars/kang/spawn2.gif
	frame	data/chars/kang/spawn1.gif
	frame	data/chars/kang/spawn2.gif
	frame	data/chars/kang/spawn1.gif
	frame	data/chars/kang/spawn2.gif
	frame	data/chars/kang/spawn1.gif
	frame	data/chars/kang/spawn2.gif
	frame	data/chars/kang/spawn1.gif
	frame	data/chars/kang/spawn2.gif
	frame	data/chars/kang/spawn1.gif
	frame	data/chars/kang/spawn2.gif
	frame	data/chars/kang/spawn1.gif
	frame	data/chars/kang/spawn2.gif
	frame	data/chars/kang/spawn1.gif
	frame	data/chars/kang/spawn2.gif
	frame	data/chars/kang/spawn1.gif
	frame	data/chars/kang/spawn2.gif
	frame	data/chars/kang/spawn1.gif
	frame	data/chars/kang/spawn2.gif
        delay	12
	frame	data/chars/kang/sel9.gif


anim waiting
	loop	1
	delay	7
	offset	0 0
        fshadow 0
	frame	data/chars/kang/smenu01.gif
	delay	1
	frame	data/chars/kang/smenu02.gif
	delay	6
	frame	data/chars/kang/smenu02b.gif
	delay	2
	frame	data/chars/kang/smenu03b.gif
	delay	5
	frame	data/chars/kang/smenu03.gif
	delay	3
	frame	data/chars/kang/smenu04.gif
	delay	4
	frame	data/chars/kang/smenu04b.gif
	delay	4
	frame	data/chars/kang/smenu05b.gif
	delay	3
	frame	data/chars/kang/smenu05.gif
	delay	5
	frame	data/chars/kang/smenu06.gif
	delay	2
	frame	data/chars/kang/smenu06b.gif
	delay	6
	frame	data/chars/kang/smenu07b.gif
	delay	1
	frame	data/chars/kang/smenu07.gif
	delay	7
	frame	data/chars/kang/smenu08.gif
	frame	data/chars/kang/smenu09b.gif
	delay	1
	frame	data/chars/kang/smenu09b.gif
	delay	6
	frame	data/chars/kang/smenu09.gif
	delay	2
	frame	data/chars/kang/smenu08.gif
	delay	5
	frame	data/chars/kang/smenu08b.gif
	delay	3
	frame	data/chars/kang/smenu07b.gif
	delay	4
	frame	data/chars/kang/smenu07.gif
	delay	4
	frame	data/chars/kang/smenu06.gif
	delay	3
	frame	data/chars/kang/smenu06b.gif
	delay	5
	frame	data/chars/kang/smenu05b.gif
	delay	2
	frame	data/chars/kang/smenu05.gif
	delay	6
	frame	data/chars/kang/smenu04.gif
	delay	1
	frame	data/chars/kang/smenu04b.gif
	delay	7
	frame	data/chars/kang/smenu03b.gif
	frame	data/chars/kang/smenu02.gif
	delay	1
	frame	data/chars/kang/smenu01.gif
	delay	6
	frame	data/chars/kang/smenu01b.gif


anim select
	loop	0
	delay   9
        fshadow 0
	offset	0 0
	sound   data/chars/kang/select.wav
	frame	data/chars/kang/smenu10.gif
	frame	data/chars/kang/smenu11.gif
	frame	data/chars/kang/smenu12.gif
	frame	data/chars/kang/smenu13.gif
	frame	data/chars/kang/smenu14.gif
	frame	data/chars/kang/smenu15.gif
	frame	data/chars/kang/smenu16.gif
	frame	data/chars/kang/smenu17.gif
	frame	data/chars/kang/smenu18.gif
	frame	data/chars/kang/smenu19.gif
	frame	data/chars/kang/smenu20.gif
	frame	data/chars/kang/smenu21.gif


anim attackdown
	loop 	0 
	delay	2
	bbox	0 0 0 0
        sound   data/sounds/jump.wav
	offset	82 177
        frame	data/chars/kang/u2.gif
        frame	data/chars/kang/u2.gif
        movez   1.8
        frame	data/chars/kang/u2.gif
        frame	data/chars/kang/u2.gif
	offset	98 173
	frame	data/chars/kang/get.gif
	frame	data/chars/kang/get.gif
	frame	data/chars/kang/get.gif
	frame	data/chars/kang/get.gif
	frame	data/chars/kang/get.gif
        movez   2
	offset	102 178
	frame	data/chars/kang/roll03.gif
	frame	data/chars/kang/roll03.gif
	frame	data/chars/kang/roll03.gif
	frame	data/chars/kang/roll03.gif
	frame	data/chars/kang/roll03.gif
	frame	data/chars/kang/roll07.gif
	frame	data/chars/kang/roll07.gif
	frame	data/chars/kang/roll07.gif
	frame	data/chars/kang/roll07.gif
	frame	data/chars/kang/roll07.gif
        movez   1.8
	offset	98 173
	frame	data/chars/kang/get.gif
	frame	data/chars/kang/get.gif
	frame	data/chars/kang/get.gif
	frame	data/chars/kang/get.gif
	frame	data/chars/kang/get.gif
	offset	82 177
        frame	data/chars/kang/u2.gif
        frame	data/chars/kang/u2.gif
        movez   0
        frame	data/chars/kang/u2.gif
        frame	data/chars/kang/u2.gif

anim attackup
	loop 	0 
	delay	2
	bbox	0 0 0 0
        sound   data/sounds/jump.wav
	offset	98 173
        frame	data/chars/kang/u2.gif
        frame	data/chars/kang/u2.gif
        movez   -1.8
        frame	data/chars/kang/u2.gif
        frame	data/chars/kang/u2.gif
	frame	data/chars/kang/get.gif
	frame	data/chars/kang/get.gif
	frame	data/chars/kang/get.gif
	frame	data/chars/kang/get.gif
	frame	data/chars/kang/get.gif
        movez   -2
	offset	102 178
	frame	data/chars/kang/roll03.gif
	frame	data/chars/kang/roll03.gif
	frame	data/chars/kang/roll03.gif
	frame	data/chars/kang/roll03.gif
	frame	data/chars/kang/roll03.gif
	frame	data/chars/kang/roll07.gif
	frame	data/chars/kang/roll07.gif
	frame	data/chars/kang/roll07.gif
	frame	data/chars/kang/roll07.gif
	frame	data/chars/kang/roll07.gif
        movez   -1.8
	offset	98 173
	frame	data/chars/kang/get.gif
	frame	data/chars/kang/get.gif
	frame	data/chars/kang/get.gif
	frame	data/chars/kang/get.gif
	frame	data/chars/kang/get.gif
        frame	data/chars/kang/u2.gif
        frame	data/chars/kang/u2.gif
        movez   0
        frame	data/chars/kang/u2.gif
        frame	data/chars/kang/u2.gif


anim chargeattack
	delay	1
	offset	82 177
	bbox	64 80 38 95
	frame	data/chars/kang/idle.gif


anim idle
	loop	1
	delay	7
	offset	82 177
	bbox	64 80 38 95
        @cmd    clearL
	frame	data/chars/kang/idle.gif
	frame	data/chars/kang/idle1.gif
	frame	data/chars/kang/idle2.gif
	frame	data/chars/kang/idle3.gif
	frame	data/chars/kang/idle4.gif
	frame	data/chars/kang/idle5.gif
	frame	data/chars/kang/idle6.gif
	frame	data/chars/kang/idle7.gif
	frame	data/chars/kang/idle8.gif
	frame	data/chars/kang/idle8.gif
	frame	data/chars/kang/idle7.gif
	frame	data/chars/kang/idle6.gif
	frame	data/chars/kang/idle5.gif
	frame	data/chars/kang/idle4.gif
	frame	data/chars/kang/idle3.gif
	frame	data/chars/kang/idle2.gif
	frame	data/chars/kang/idle1.gif

anim walk
	loop	1
	delay	11
	offset	82 177
	bbox	57 80 38 95
	frame	data/chars/kang/w1.gif
	frame	data/chars/kang/w2.gif
	frame	data/chars/kang/w3.gif
	frame	data/chars/kang/w4.gif
	frame	data/chars/kang/w5.gif
	frame	data/chars/kang/w6.gif
	frame	data/chars/kang/w7.gif
	offset	78 177
	frame	data/chars/kang/idle6.gif




anim block
	loop	0
	offset	82 177
	bbox	56 80 42 99
	delay   50
        frame	data/chars/kang/block.gif





anim get
	loop	0
	offset	82 177
	delay   6
	frame	data/chars/kang/rise3.gif
	offset	98 173
	delay   25
	frame	data/chars/kang/get.gif
	offset	82 177
	delay   6
	frame	data/chars/kang/rise3.gif


anim grabbed
	loop	0
	offset	98 173
	bbox	82 75 35 101
	delay	6
	frame	data/chars/kang/pain0.gif


anim pain
	loop	0
	offset	98 173
	bbox	82 87 31 86
	delay	8
	sound   data/chars/kang/hit.wav
	frame	data/chars/kang/pain1.gif
	delay	36
	bbox	89 92 32 83
	frame	data/chars/kang/pain0.gif
	delay	8
	bbox	82 87 31 86
	frame	data/chars/kang/pain1.gif

anim fall
	loop	0
	offset	98 193
        landframe  3 
	delay   20
	offset	82 177
	landframe  3
	sound   data/chars/kang/hit.wav
	frame	data/chars/kang/fall1.gif
	frame	data/chars/kang/fall2.gif
	delay   999
	frame	data/chars/kang/fall3.gif
	delay   1
	frame	data/chars/kang/fall4.gif

anim rise
	loop	0
	offset	82 177
	delay	8
	frame	data/chars/kang/rise1.gif
        @cmd    keyint "ANI_ATTACKUP" 0 "U" 0 0
        @cmd    keyint "ANI_ATTACKDOWN" 0 "D" 0 0
	frame	data/chars/kang/rise2.gif
        @cmd    keyint "ANI_FREESPECIAL8" 0 "A" 0 0
	frame	data/chars/kang/rise3.gif
	frame	data/chars/kang/rise4.gif

anim land
	loop	0
	offset	82 177
        delay   13
	frame	data/chars/kang/get.gif


anim jump
	loop	0
	delay	10
	offset	82 167
	bbox	64 50 32 109
	sound   data/chars/kang/p2.wav
	frame	data/chars/kang/j1.gif
	offset	82 149
	delay   12
	bbox	62 50 37 82
	frame	data/chars/kang/j2.gif
	frame	data/chars/kang/j2.gif
	frame	data/chars/kang/j2.gif
	frame	data/chars/kang/j2.gif
	offset	82 167
	bbox	64 50 32 109
	frame	data/chars/kang/j1.gif


anim jumpattack
	loop	0
	delay	6
	offset	82 149
	bbox	62 50 37 82
	sound   data/chars/kang/p1.wav
	frame	data/chars/kang/jk4.gif
	delay   35
	attack  85 86 59 14 15 1 0 0 10
	frame	data/chars/kang/jk5.gif
	attack  0 0 0 0
	delay   6
	frame	data/chars/kang/jk4.gif
	frame	data/chars/kang/j2.gif
	offset	82 167
	bbox	64 50 32 109
	frame	data/chars/kang/j1.gif

anim jumpforward
	loop	0
	offset	82 149
	delay   5
	bbox	62 50 37 82
	sound   data/chars/kang/p1.wav
	frame	data/chars/kang/jk1.gif
	frame	data/chars/kang/jk2.gif
	delay   28
	attack  87 94 54 28 13 1 0 0 10
	frame	data/chars/kang/jk3.gif
	attack  0 0 0 0
	delay   6
	frame	data/chars/kang/jk2.gif
	frame	data/chars/kang/jk1.gif
	frame	data/chars/kang/j2.gif


anim jumpattack2
	loop	0
	delay	4
	offset	98 150
        bbox    88 59 26 80
	sound   data/chars/kang/p1.wav
        frame	data/chars/kang/ja01.gif
	offset	82 145
        bbox    77 56 38 63
        frame	data/chars/kang/ja02.gif
        delay   35
        bbox    77 68 54 35
	attack  124 87 33 27 8 0 0 0 20
        frame	data/chars/kang/ja03.gif
        attack    0 0 0 0
	delay	20
        bbox    77 56 38 63
        frame	data/chars/kang/ja02.gif
	offset	98 150
        bbox    88 59 26 80
        frame	data/chars/kang/ja01.gif


anim jumpattack3
	loop	0
        jumpframe   1 -1 3  
        landframe 3
	delay	2
	offset	82 139
	bbox	67 52 33 66
	sound   data/chars/kang/kick.wav
	attack30 87 94 51 31 15 1 0 0 20
	frame	data/chars/kang/j4.gif
        move    4
	frame	data/chars/kang/j4.gif
        delay   999
	frame	data/chars/kang/j4.gif
        attack     0 0 0 0 0 0 0 0 0
	bbox	67 52 33 66
	offset	82 177
	delay	6
	frame	data/chars/kang/rise3.gif
	bbox	66 76 33 103
	delay	9
	frame	data/chars/kang/rise4.gif


anim attackbackward
	loop	0
	delay	10
	offset	82 177
	bbox	66 76 33 103
        frame	data/chars/kang/kb01.gif
	delay	20
        sound   data/chars/kang/hit.wav
	attack30 28 100 44 16 15 1 0 0 5
        staydown   300 300
        frame	data/chars/kang/kb00.gif
	attack  0 0 0 0
	delay	10
        frame	data/chars/kang/kb01.gif




anim attack1
	loop	0
	delay   3
	offset	82 177
	bbox	66 76 33 103
	sound   data/chars/kang/p1.wav
	frame	data/chars/kang/a1.gif
	frame	data/chars/kang/a2b.gif
	frame	data/chars/kang/a3.gif
	delay   7
	attack  100 99 42 13 2 0 0 0 6
	frame	data/chars/kang/a3.gif
	delay   3
	attack  0 0 0 0
	frame	data/chars/kang/a2b.gif
	frame	data/chars/kang/a1.gif


anim attack2
        loop	0
        delay   4
	offset	82 177
	bbox	66 76 33 103
        frame	data/chars/kang/kb01.gif
	frame	data/chars/kang/kb02.gif
        delay   3
	frame	data/chars/kang/kb03.gif
	frame	data/chars/kang/kb04.gif
        sound   data/chars/kang/hit.wav
        delay   4
        attack  105 91 36 16 8 0 0 0 15
        frame	data/chars/kang/kb05.gif
	attack  0 0 0 0
        delay   8
        frame	data/chars/kang/kb05.gif
        delay   12
        frame	data/chars/kang/kb06.gif
        delay   7
        frame	data/chars/kang/kb07.gif



anim attack3
	loop	0
        fastattack 1
	delay	4
	offset	82 177
	bbox	66 77 33 103
	sound   data/chars/kang/p2.wav
        frame	data/chars/kang/k01.gif
        attack  0 0 0 0
        frame	data/chars/kang/k02.gif
        sound   data/chars/kang/hit.wav
        frame	data/chars/kang/k03.gif
        frame	data/chars/kang/k04.gif
        sound   data/chars/kang/hit.wav
        attack  106 128 32 28 5 0 0 0 5
        nokill  1
        frame	data/chars/kang/k05.gif
        attack  0 0 0 0
        frame	data/chars/kang/k06.gif
        frame	data/chars/kang/k07.gif
	bbox	67 83 33 95
        sound   data/chars/kang/hit.wav
        attack  90 103 60 16 5 0 0 0 5
        nokill  1
        frame	data/chars/kang/k08.gif
        attack    0 0 0 0
	bbox	66 87 33 91
        frame	data/chars/kang/k09.gif
        frame	data/chars/kang/k10.gif
        sound   data/chars/kang/hit2.wav
        blast   101 72 41 36 15 0 0 12
        staydown 300 300
        nokill  0
        frame	data/chars/kang/k11.gif
        delay   22
        frame	data/chars/kang/k11.gif
        blast   0 0 0 0
        delay	3
        frame	data/chars/kang/k10.gif
        frame	data/chars/kang/k09.gif
        frame	data/chars/kang/k12.gif
	bbox	66 77 33 103
        frame	data/chars/kang/k07.gif
        frame	data/chars/kang/k06.gif
        frame	data/chars/kang/k02.gif
        frame	data/chars/kang/k01.gif

anim freespecial6
	energycost	5
	mponly  	2
	loop	0
	delay	7
	offset	82 177
	jumpframe 1 3
	bbox	0 0 0 0
	sound   data/chars/kang/kick.wav
	frame	data/chars/kang/rise.gif
	offset	82 161
	frame	data/chars/kang/j1.gif
	offset	81 176
	delay   8
	frame	data/chars/kang/sp01.gif
	frame	data/chars/kang/sp02.gif
	attack30  87 114 63 22 20 1 1 0 25
	frame	data/chars/kang/sp03.gif
	attack  0 0 0 0 0 0 0 0 0 0 0
	frame	data/chars/kang/sp04.gif
	attack30  15 115 65 30 20 1 1 0 25
	frame	data/chars/kang/sp05.gif
	attack  0 0 0 0 0 0 0 0 0 0 0
	frame	data/chars/kang/sp06.gif
	delay   15
	offset	82 161
	frame	data/chars/kang/j1.gif
	offset	82 177
	delay   9
	frame	data/chars/kang/rise.gif


anim grab
	cancel 	0 99 0    a3       freespecial20
	cancel 	0 99 0    d u a    freespecial9
	loop	0
	delay	100
	offset	82 177
	bbox	68 80 38 95
	frame	data/chars/kang/a2b.gif



anim freespecial9
	 loop       0
	 delay      1
         landframe 30
	 offset	82 177
	 bbox	  0 0 0 0
         attackone 1
	 fastattack 1
	 frame	data/chars/kang/grab.gif
	 jumpframe  3 6 0
	 quakeframe 32 5 -2
	 delay      4
        @cmd    slamstart2
        @cmd    position 0 50 10 -1 0
         sound	data/sounds/jump.wav
	 frame	data/chars/kang/grab.gif
	 sound  data/chars/kang/p1.wav
	 frame	data/chars/kang/grab1.gif
	 frame	data/chars/kang/grab1.gif
	 frame	data/chars/kang/grab1.gif
	 frame	data/chars/kang/grab2.gif
	 frame	data/chars/kang/grab2.gif
	 frame	data/chars/kang/grab2.gif
	 frame	data/chars/kang/grab2.gif
	 frame	data/chars/kang/grab2.gif
	 frame	data/chars/kang/grab2.gif
	 frame	data/chars/kang/grab2.gif
	 frame	data/chars/kang/grab2.gif
         move   4
        @cmd    position 10 45 -15 -1 0
         frame  data/chars/kang/throw00.gif
         frame  data/chars/kang/throw00.gif
         frame  data/chars/kang/throw00.gif
	 offset	85 145
        @cmd    position 7 20 10 -1 0
	 frame	data/chars/kang/grabf06.gif
	 frame	data/chars/kang/grabf06.gif
	 frame	data/chars/kang/grabf06.gif
         move   0
	 offset	92 134
        @cmd    position 15 8 -15 -1 0
	 frame	data/chars/kang/grabf01.gif
	 hitfx	 data/sounds/beat1.wav
	 frame	data/chars/kang/slamk00.gif
         noreflect 1
	 attack 76 127 33 19 5 0 1 0 0
         nokill 1
	 frame	data/chars/kang/slamk01.gif
	 frame	data/chars/kang/slamk01.gif
	 attack  0 0 0 0
	 frame	data/chars/kang/slamk02.gif
	 frame	data/chars/kang/slamk02.gif
	 attack 76 127 33 19 5 0 1 0 0
         nokill 1
	 frame	data/chars/kang/slamk03.gif
	 frame	data/chars/kang/slamk03.gif
	 attack  0 0 0 0
	 frame	data/chars/kang/slamk04.gif
	 frame	data/chars/kang/slamk05.gif
         noreflect 0
	delay   999
        @cmd    position 15 0 0 -1 0
	 frame	data/chars/kang/slamk06.gif
	delay	1
        @cmd    depost 0
        @cmd    finish 0 3 0 -2 0 0 500
	 frame	data/chars/kang/slamk06.gif
         otg     1
	 hitfx	data/sounds/slam.wav
	 attack10 79 121 34 15 25 1 1 1 50
         nokill 0
         dropv    -2 0
         staydown 500 500
	 frame	data/chars/kang/slamk06.gif
	 attack  0 0 0 0
	 frame	data/chars/kang/slamk06.gif
	 delay  2
         move   -4
	 offset	92 148
	 frame	data/chars/kang/slamk04.gif
	 frame	data/chars/kang/slamk04.gif
	 frame	data/chars/kang/slamk04.gif
	 frame	data/chars/kang/slamk04.gif
	 offset	92 154
	 frame	data/chars/kang/slamk04.gif
	 frame	data/chars/kang/slamk04.gif
	 frame	data/chars/kang/slamk04.gif
	 frame	data/chars/kang/slamk04.gif
	 offset	92 148
	 frame	data/chars/kang/grabf01.gif
	 frame	data/chars/kang/grabf01.gif
	 frame	data/chars/kang/grabf01.gif
	 frame	data/chars/kang/grabf01.gif
	 offset	92 154
	 frame	data/chars/kang/grabf01.gif
	 frame	data/chars/kang/grabf01.gif
	 frame	data/chars/kang/grabf01.gif
	 frame	data/chars/kang/grabf01.gif
	 delay  20
	 offset	103 135
         frame	data/chars/kang/ra01.gif

anim grabattack
	loop	0
	delay	8	
	offset	77 179
	bbox	73 78 30 101
	frame   data/chars/kang/k02b.gif
        delay   16
        sound   data/chars/kang/hit.wav
	attack  96 99 16 35 8 0 1 0 0
	frame	data/chars/kang/k03b.gif
	delay	8
	attack  0 0 0 0
	frame	data/chars/kang/k02b.gif
	delay	4
	offset	82 177
	bbox	68 80 38 95
	frame	data/chars/kang/grab.gif


anim grabattack2
	loop	0
        fastattack 1
	bbox	0 0 0 0
	offset	82 177
	delay	6
        @cmd    dasher -1 0 0
	frame	data/chars/kang/kb01.gif
        @cmd    stop
	frame	data/chars/kang/kb02.gif
	frame	data/chars/kang/kb03.gif
	frame	data/chars/kang/kb04.gif
	delay	4
        frame	data/chars/kang/kb04b.gif
        frame	data/chars/kang/flash01.gif
        sound   data/chars/kang/hit.wav
        attack  104 80 33 23 5 0 0 0 5
        nokill  1
        frame	data/chars/kang/flash02.gif
	attack  0 0 0 0
        frame	data/chars/kang/flash03.gif
        frame	data/chars/kang/kb04b.gif
        frame	data/chars/kang/flash01.gif
        sound   data/chars/kang/hit.wav
        attack  103 95 34 18 5 0 0 0 5
        nokill  1
        frame	data/chars/kang/flash04.gif
	attack  0 0 0 0
        frame	data/chars/kang/flash05.gif
        frame	data/chars/kang/kb04b.gif
        frame	data/chars/kang/flash01.gif
        sound   data/chars/kang/hit.wav
	bbox	0 0 0 0
        attack  104 80 33 23 5 0 0 0 5
        nokill  1
        frame	data/chars/kang/flash02.gif
	attack  0 0 0 0
        frame	data/chars/kang/flash03.gif
        frame	data/chars/kang/kb04b.gif
        frame	data/chars/kang/flash01.gif
        sound   data/chars/kang/hit.wav
        attack  103 95 34 18 5 0 0 0 5
        nokill  1
        frame	data/chars/kang/flash04.gif
	attack  0 0 0 0
        frame	data/chars/kang/flash05.gif
        frame	data/chars/kang/kb04.gif
        frame	data/chars/kang/kb03.gif
        frame	data/chars/kang/kb02.gif
        delay   2
        move    -3
	frame	data/chars/kang/kb01.gif
	frame	data/chars/kang/kb01.gif
	frame	data/chars/kang/kb01.gif
	frame	data/chars/kang/kb01.gif
        move    0
        delay   18
	frame	data/chars/kang/kb01.gif
        delay   2
        move    4
	frame	data/chars/kang/kb02.gif
        sound   data/chars/kang/hit.wav
	frame	data/chars/kang/kb03.gif
	frame	data/chars/kang/kb04.gif
	frame	data/chars/kang/kb04.gif
	frame	data/chars/kang/kb04.gif
        blast   105 91 36 16 10 1 0 20
        nokill  0
        frame	data/chars/kang/kb04b.gif
	attack  0 0 0 0
        frame	data/chars/kang/kb04b.gif
         frame	data/chars/kang/kb04b.gif
        move    0
	delay	25
        frame	data/chars/kang/kb04b.gif
	delay	9
        frame	data/chars/kang/kb04.gif
continue...
 
continues here:
Code:
anim grabbackward
	 fastattack 1
	 loop       0
         attackone  0 
	 bbox	    0 0 0 0
	 offset	    82 177
	 frame	    data/chars/kang/grab.gif
         sound      data/chars/kang/p2.wav
	 offset     77 177
	 delay      10
         @cmd       slamstart
         @cmd      position 8 40 0 -1 0
         frame	    data/chars/kang/u3.gif
	 offset	    82 177
	 delay      29
         @cmd      position 8 38 0 -1 0
         frame      data/chars/kang/throw00.gif
	 delay      12
         @cmd      position 1 60 13 -1 0
         frame      data/chars/kang/throw01.gif
         sound      data/chars/kang/run.wav
	 delay      18
         @cmd      position 6 -10 70 -1 1
         frame      data/chars/kang/throw02.gif
	 delay      5
         @cmd      position 9 -35 30 -1 0
         frame      data/chars/kang/throw03.gif
        @cmd    depost 0
        @cmd    throw 25 2 -2 2 0 1 350
	 delay      25
         frame      data/chars/kang/throw03.gif
	 delay      8
         frame      data/chars/kang/throw03.gif
         flipframe  8
         frame      data/chars/kang/kb07.gif


anim grabdown
	loop	0
        followanim 1
        followcond 2
        fastattack 1
	delay	4
	offset	82 177
	bbox	0 0 0 0
        frame	data/chars/kang/u2.gif
	delay	16
        frame	data/chars/kang/low00.gif
	delay	4
        frame	data/chars/kang/low01.gif
        frame	data/chars/kang/low02.gif
	delay	20
        attack2 93 118 32 13 10 0 1 0 15
        nokill  1
        bbox    68 104 28 73
        frame	data/chars/kang/low03.gif



anim follow1
	loop	0
        followanim 2
        followcond 2
	offset	82 177
        landframe 25
	delay	20
        bbox    68 104 28 73
        frame	data/chars/kang/low03.gif
	bbox	0 0 0 0
        attack  0 0 0 0
	delay	15
        frame	data/chars/kang/low03.gif
	delay	4
        frame	data/chars/kang/low02.gif
        frame	data/chars/kang/u2.gif
        frame	data/chars/kang/rise.gif
 	offset	97 110
        jumpframe 6 4.5 0.4
	delay	4
	offset	82 167
	sound   data/sounds/jump.wav
	frame	data/chars/kang/j1.gif
	offset	82 149
	frame	data/chars/kang/j2.gif
	offset	82 157
	frame	data/chars/kang/j3.gif
	offset	102 208
   	delay	2     
        move    2
	frame	data/chars/kang/roll01.gif
	frame	data/chars/kang/roll01.gif
	frame	data/chars/kang/roll02.gif
	frame	data/chars/kang/roll02.gif
        sound   data/sounds/airpunch.wav
	frame	data/chars/kang/roll03.gif
	frame	data/chars/kang/roll03.gif
	frame	data/chars/kang/roll04.gif
	frame	data/chars/kang/roll04.gif
	frame	data/chars/kang/roll05.gif
	frame	data/chars/kang/roll05.gif
        sound   data/sounds/airpunch.wav
	frame	data/chars/kang/roll06.gif
	frame	data/chars/kang/roll06.gif
	frame	data/chars/kang/roll07.gif
	frame	data/chars/kang/roll07.gif
        move    0
	delay	4
	frame	data/chars/kang/roll00.gif
	offset	82 127
	frame	data/chars/kang/j3.gif
	offset	92 134
	frame	data/chars/kang/slamk00.gif
	delay	999
        forcedirection -1
	attack  80 100 26 17 10 0 1 0 20
        nokill  1
	frame	data/chars/kang/slamk00.gif
	delay	4
        attack  0 0 0 0
	frame	data/chars/kang/slamk00.gif


anim follow2
	 loop	0
	 offset	92 138
	 fastattack 1
	 delay	4
        @cmd    leaper 2.5 2 0
	 frame	data/chars/kang/slamk06.gif
	 offset	92 134
	 frame	data/chars/kang/slamk05.gif
	 frame	data/chars/kang/slamk04.gif
	 delay	12
         seta   80
        @cmd    stop
        forcedirection -1
	 attack 76 127 33 19 5 0 1 0 5
         nokill 1
	 frame	data/chars/kang/slamk01.gif
	 delay	8
	 attack  0 0 0 0
	 frame	data/chars/kang/slamk02.gif
	 delay	12
        forcedirection -1
	 attack 76 127 33 19 5 0 1 0 5
         nokill 1
	 frame	data/chars/kang/slamk03.gif
	 attack  0 0 0 0
	 delay	8
	 frame	data/chars/kang/slamk04.gif
	 frame	data/chars/kang/slamk05.gif
	 delay	15
	 frame	data/chars/kang/slamk06.gif
	 delay	4
	 offset	82 127
	 frame	data/chars/kang/j3.gif
         sound   data/sounds/airpunch.wav
        @cmd    leaper -1.5 1 0
	 frame	data/chars/kang/j3.gif
	 frame	data/chars/kang/j3.gif
	 frame	data/chars/kang/j3.gif
	 frame	data/chars/kang/j3.gif
         seta   0
	 delay   4
         forcedirection -1
         attack  89 88 53 32 5 1 1 0 15
         nokill 0
         staydown 300 300
	 offset	82 127
	 frame	data/chars/kang/jk9.gif
	 attack  0 0 0 0
	 frame	data/chars/kang/jk9.gif
	 frame	data/chars/kang/jk9.gif
	 frame	data/chars/kang/jk9b.gif
	 frame	data/chars/kang/jk9b.gif
	 frame	data/chars/kang/jk9b.gif
	 offset	82 139
	 frame	data/chars/kang/j2.gif
	 frame	data/chars/kang/j2.gif
	 frame	data/chars/kang/j2.gif

anim grabup
	loop	0
        fastattack 1
	bbox	0 0 0 0
	delay	6
	offset	103 135
        sound   data/chars/kang/p3.wav
        frame	data/chars/kang/ra01.gif
        sound   data/sounds/dkick.wav
        jumpframe 2 2 0 0
        offset	84 132
	frame	data/chars/kang/ra02.gif
        sound   data/sounds/p2.wav
        offset	84 156
	frame	data/chars/kang/ra03.gif
        frame	data/chars/kang/ra04.gif
        offset	96 167
        attack  97 97 54 25 5 0 1 0 15
        nokill  1
        frame	data/chars/kang/ra05.gif
        offset	93 163
        attack  0 0 0 0
        frame	data/chars/kang/ra06.gif
        offset	86 152
	frame	data/chars/kang/ra07.gif
        offset	82 135
        attack  93 72 54 19 5 0 1 0 15
        nokill  1
	frame	data/chars/kang/ra08.gif
        attack  0 0 0 0
        offset	98 126
        frame	data/chars/kang/ra09.gif
	delay	10
	offset	103 135
        frame	data/chars/kang/ra01.gif
	delay	6
	offset	82 177
        frame	data/chars/kang/u2.gif
	delay	14
        frame	data/chars/kang/u1.gif
	delay	4
        sound   data/chars/kang/hit.wav
        frame	data/chars/kang/u2.gif
        frame	data/chars/kang/u3.gif
        attack  102 87 28 28 20 1 1 0 25
        dropv   4 0.5 0 0
        nokill  0
        staydown 300 300
        dropv   4 0.5 0 0
        frame	data/chars/kang/u4.gif
	attack  0 0 0 0
	delay	25
	bbox	73 72 30 106
        frame	data/chars/kang/u5.gif
	delay	9
	bbox	81 78 30 100
        frame	data/chars/kang/kb06.gif
        frame	data/chars/kang/kb07.gif



anim grabforward
	loop	0
        fastattack 1
	delay   2
        move    2
	offset	82 178
        bbox    0 0 0 0
	frame	data/chars/kang/k02.gif
	frame	data/chars/kang/k02.gif
	frame	data/chars/kang/k02.gif
        attack30  99 99 14 35 7 0 1 0
        nokill  1
	frame	data/chars/kang/k03.gif
	frame	data/chars/kang/k03.gif
	frame	data/chars/kang/k03.gif
        move    0
	delay   7
	attack  0 0 0 0
	bbox	82 64 28 91
	frame	data/chars/kang/grabf00.gif
	bbox	0 0 0 0
	frame	data/chars/kang/grabf01.gif
        attack30  105 80 17 21 7 0 1 0
        nokill  1
	frame	data/chars/kang/grabf02.gif
	attack  0 0 0 0
	frame	data/chars/kang/grabf03.gif
	frame	data/chars/kang/grabf04.gif
        jumpframe 12 2 2 0
	frame	data/chars/kang/grabf05.gif
	offset	48 200
        sound   data/chars/kang/hit.wav
        frame	data/chars/kang/ja01.gif
	offset	62 195
	frame	data/chars/kang/grabf06.gif
        forcedirection 1
        attack30  41 100 37 22 16 1 1 0 0
        staydown 300 300
        nokill  0
	frame	data/chars/kang/grabf07.gif
	attack  0 0 0 0
	frame	data/chars/kang/grabf07.gif
	frame	data/chars/kang/grabf06.gif
	delay   1
	offset	30 13
        move    36
	frame	data/chars/misc/0empty.gif
        move    0
	offset	98 200
        frame	data/chars/kang/ja01.gif
	delay   2
	offset	82 179
	frame	data/chars/kang/j2.gif
	frame	data/chars/kang/j2.gif
	offset	82 169
	frame	data/chars/kang/j2.gif
	frame	data/chars/kang/j2.gif
	offset	82 149
	frame	data/chars/kang/j2.gif

anim freespecial
	loop	0
        fastattack 1
        followanim 3
        followcond 3
	delay   2
	offset	82 157
        bbox    73 39 11 15
	sound   data/chars/kang/kick.wav
	frame	data/chars/kang/j3.gif
	frame	data/chars/kang/j3.gif
	offset	82 177
        move  2
        bbox    0 0 0 0
	frame	data/chars/kang/rak1.gif
        move  4
	frame	data/chars/kang/rak1.gif
        forcedirection -1
	attack30 106 109 42 18 25 0 0 0 25
        nokill 1
        move  8
	frame	data/chars/kang/rak2.gif
        move  8
	frame	data/chars/kang/rak2.gif
        move  8
	frame	data/chars/kang/rak2.gif
        move  8
	frame	data/chars/kang/rak2.gif
        move  8
	frame	data/chars/kang/rak2.gif
        move  8
	frame	data/chars/kang/rak2.gif
        move  8
	delay   1
	frame	data/chars/kang/rak2.gif
        move  8
	frame	data/chars/kang/rak2.gif
        move  8
	delay   2
	frame	data/chars/kang/rak2.gif
        move  8
	frame	data/chars/kang/rak2.gif
        move  8
	frame	data/chars/kang/rak2.gif
        move  8
	frame	data/chars/kang/rak2.gif
        move  8
	frame	data/chars/kang/rak2.gif
        move  8
        attack  0 0 0 0
	frame	data/chars/kang/rak1.gif
        delay 6
	frame	data/chars/kang/rak1.gif
        delay   4
	offset	82 157
	frame	data/chars/kang/j3.gif
	offset	82 149
	bbox	62 50 37 82
	frame	data/chars/kang/j2.gif



anim follow3
	loop	0
        fastattack 1
        followanim 4
        followcond 3
	offset	82 177
	delay   2
	bbox	0 0 0 0
	frame	data/chars/kang/rak2.gif
        move    4
	frame	data/chars/kang/rak2.gif
        noreflect 1
	attack30 106 109 42 18 0 0 0 0 0
	frame	data/chars/kang/rak2.gif
	frame	data/chars/kang/rak2.gif
	frame	data/chars/kang/rak2.gif
        attack  0 0 0 0 0
        move    0
	delay   6
        @cmd    dasher -0.3 1.3 0
	frame	data/chars/kang/rak2.gif
	delay   8
	frame	data/chars/kang/rak1.gif
	delay   6
	offset	82 157
	frame	data/chars/kang/j3.gif
	offset	82 149
	frame	data/chars/kang/j2.gif


anim follow4
	loop	0
        fastattack 1
	offset	82 177
	delay   2
	bbox	0 0 0 0
        move    4
	frame	data/chars/kang/rak2.gif
	frame	data/chars/kang/rak2.gif
	frame	data/chars/kang/rak2.gif
        move    0
	delay   6
        @cmd    dasher -0.3 1.3 0
	frame	data/chars/kang/rak2.gif
	delay   8
	frame	data/chars/kang/rak1.gif
	delay   6
	offset	82 157
	frame	data/chars/kang/j3.gif
	offset	82 149
	frame	data/chars/kang/j2.gif
	offset	82 177
	delay	8
	frame	data/chars/kang/kb01.gif
	delay	15
	offset	103 135
        frame	data/chars/kang/ra01.gif
        offset	98 123
        @cmd    dasher 5 0 0
	delay   2
	offset	82 177
        frame	data/chars/kang/u2.gif
        sound   data/chars/kang/p3.wav
        frame	data/chars/kang/u2.gif
        @cmd    stop
        offset	98 126
	delay	6
        sound   data/sounds/dkick.wav
        frame	data/chars/kang/ra09.gif 
        @cmd    leaper -0.8 2.5 0
        offset	82 135
        forcedirection -1
        attack30  93 72 54 19 5 0 1 0 15
        nokill    1
        staydown   300 300
	frame	data/chars/kang/ra08.gif
        attack  0 0 0 0 0
        offset	86 152
	frame	data/chars/kang/ra07.gif
        offset	93 163
        frame	data/chars/kang/ra06.gif
        offset	96 167
        attack30  97 97 54 25 5 1 1 0 25
        nokill    0
        staydown   300 300
        frame	data/chars/kang/ra05.gif
        attack  0 0 0 0 0
        offset	84 156
	frame	data/chars/kang/ra04.gif
        frame	data/chars/kang/ra03.gif
        offset	84 132
	frame	data/chars/kang/ra02.gif
	frame	data/chars/kang/ra02.gif
	frame	data/chars/kang/ra02.gif
	delay	15
	offset	103 135
        frame	data/chars/kang/ra01.gif

anim freespecial2
	loop	0
	delay	4
	offset	28 176
	bbox	0 99 41 79
	frame	data/chars/kang/s1.gif
	frame	data/chars/kang/s2.gif
	frame	data/chars/kang/s3.gif
	sound   data/sounds/fire.wav
	frame	data/chars/kang/s4.gif
	throwframe	5
	frame	data/chars/kang/s5.gif
	frame	data/chars/kang/s3.gif
	delay	50
	frame	data/chars/kang/s3.gif
	delay	9
	frame	data/chars/kang/s2.gif
	frame	data/chars/kang/s1.gif


anim freespecial3
	loop	0
	delay	6
	offset	91 177
        bbox    75 70 28 106
	frame	data/chars/kang/sel1.gif
	frame	data/chars/kang/sel2.gif
	frame	data/chars/kang/sel3.gif
	frame	data/chars/kang/sel4.gif
	frame	data/chars/kang/sel5.gif
	frame	data/chars/kang/sel6.gif
	frame	data/chars/kang/sel7.gif
	frame	data/chars/kang/sel8.gif
	delay	12
	frame	data/chars/kang/sel9.gif
	delay	5
	offset	127 225
        bbox      0 0 0 0
        sound   data/sounds/morph.wav
	frame	data/chars/kang/dragon00.gif
	frame	data/chars/kang/dragon01.gif
	frame	data/chars/kang/dragon02.gif
	frame	data/chars/kang/dragon03.gif
	frame	data/chars/kang/dragon04.gif
	frame	data/chars/kang/dragon05.gif
	frame	data/chars/kang/dragon06.gif
	frame	data/chars/kang/dragon07.gif
        sound   data/chars/kang/dragon.wav
	frame	data/chars/kang/dragon08.gif
	delay	15
	frame	data/chars/kang/dragon09.gif
	delay	8
	frame	data/chars/kang/dragon10.gif
        sound   data/chars/kang/kfire.wav
        hitfx   data/sounds/empty.wav
	frame	data/chars/kang/dragon12.gif
	delay	5
	offset	108 225
	frame	data/chars/kang/fire00.gif
        attack29 206 102 104 47 25 1 0 1 5
	frame	data/chars/kang/fire01.gif
        attack29 206 102 262 62 25 1 0 1 5
	frame	data/chars/kang/fire02.gif
	frame	data/chars/kang/fire03.gif
	frame	data/chars/kang/fire04.gif
	frame	data/chars/kang/fire05.gif
	frame	data/chars/kang/fire06.gif
	frame	data/chars/kang/fire07.gif
	frame	data/chars/kang/fire08.gif
	frame	data/chars/kang/fire07.gif
	frame	data/chars/kang/fire06.gif
	frame	data/chars/kang/fire05.gif
	frame	data/chars/kang/fire04.gif
	frame	data/chars/kang/fire03.gif
	frame	data/chars/kang/fire09.gif
	frame	data/chars/kang/fire02.gif
        attack29 206 102 104 47 25 1 0 1 5
	frame	data/chars/kang/fire01.gif
	attack  0 0 0 0
	frame	data/chars/kang/fire00.gif
	offset	127 225
	frame	data/chars/kang/dragon12.gif
        sound   data/sounds/morph.wav
	delay	5
	frame	data/chars/kang/dragon08.gif
	frame	data/chars/kang/dragon07.gif
	frame	data/chars/kang/dragon06.gif
	frame	data/chars/kang/dragon05.gif
	frame	data/chars/kang/dragon04.gif
	frame	data/chars/kang/dragon03.gif
	frame	data/chars/kang/dragon02.gif
	frame	data/chars/kang/dragon01.gif
	frame	data/chars/kang/dragon00.gif
	offset	91 177
        bbox    75 70 28 106
	delay	25
	frame	data/chars/kang/sel9.gif
	delay	9
	frame	data/chars/kang/sel1.gif


anim freespecial4
	loop	0
        jumpframe 3 2 0
	landframe	57
	fastattack 1
	offset	82 177
	bbox	70 112 32 64
	delay      6
        frame	data/chars/kang/u3.gif
	offset	81 176
	bbox	62 91 27 82
	frame	data/chars/kang/sp01.gif
        sound   data/chars/kang/p3.wav
	frame	data/chars/kang/sp02.gif
	offset  98 149
	delay	1
	move 3
        sound   data/sounds/airpunch.wav
	bbox	82 49 32 74
     	frame	data/chars/kang/frsp201.gif
     	frame	data/chars/kang/frsp201.gif
     	frame	data/chars/kang/frsp201.gif
     	frame	data/chars/kang/frsp201.gif
     	frame	data/chars/kang/frsp201.gif
     	frame	data/chars/kang/frsp201.gif
 	move 2
        forcedirection -1
	attack20 96 20 29 74 5 1 0 0 20 15
        nokill  1
   	frame	data/chars/kang/frsp202.gif
     	frame	data/chars/kang/frsp202.gif
     	frame	data/chars/kang/frsp202.gif
     	frame	data/chars/kang/frsp202.gif
     	frame	data/chars/kang/frsp202.gif
	attack 0 0 0 0
   	frame	data/chars/kang/frsp202.gif
 	move 2
        forcedirection -1
	attack20 96 77 59 45 5 1 0 0 20 15
        nokill  1
   	frame	data/chars/kang/frsp203.gif
    	frame	data/chars/kang/frsp203.gif
    	frame	data/chars/kang/frsp203.gif
    	frame	data/chars/kang/frsp203.gif
    	frame	data/chars/kang/frsp203.gif
	attack 0 0 0 0
  	frame	data/chars/kang/frsp203.gif
        sound   data/sounds/airpunch.wav
 	move 1
        forcedirection -1
	attack20 96 39 41 58 5 1 0 0 20 15
        nokill  1
  	frame	data/chars/kang/frsp204.gif
   	frame	data/chars/kang/frsp204.gif
   	frame	data/chars/kang/frsp204.gif
   	frame	data/chars/kang/frsp204.gif
   	frame	data/chars/kang/frsp204.gif
	attack 0 0 0 0
  	frame	data/chars/kang/frsp204.gif
 	move 1
        forcedirection -1
	attack30 92 82 62 23 10 1 0 0 25 15
        nokill  0
   	frame	data/chars/kang/frsp205.gif
   	frame	data/chars/kang/frsp205.gif
   	frame	data/chars/kang/frsp205.gif
   	frame	data/chars/kang/frsp205.gif
   	frame	data/chars/kang/frsp205.gif
   	frame	data/chars/kang/frsp205.gif
   	frame	data/chars/kang/frsp205.gif
   	frame	data/chars/kang/frsp205.gif
   	frame	data/chars/kang/frsp205.gif
   	frame	data/chars/kang/frsp205.gif
   	frame	data/chars/kang/frsp205.gif
   	frame	data/chars/kang/frsp205.gif
   	frame	data/chars/kang/frsp205.gif
   	frame	data/chars/kang/frsp205.gif
   	frame	data/chars/kang/frsp205.gif
   	frame	data/chars/kang/frsp205.gif
   	frame	data/chars/kang/frsp205.gif
	attack 0 0 0 0
   	frame	data/chars/kang/frsp205.gif
 	move 1
  	frame	data/chars/kang/frsp206.gif
   	frame	data/chars/kang/frsp206.gif
   	frame	data/chars/kang/frsp206.gif
   	frame	data/chars/kang/frsp206.gif
   	frame	data/chars/kang/frsp206.gif
   	frame	data/chars/kang/frsp206.gif
	offset	82 157
	bbox	62 50 37 82
	frame	data/chars/kang/j2.gif
	frame	data/chars/kang/j2.gif
	frame	data/chars/kang/j2.gif
	frame	data/chars/kang/j2.gif
	frame	data/chars/kang/j2.gif
	delay	999
	frame	data/chars/kang/j2.gif
 	move 0
 	delay	30
	offset	82 177
	bbox	64 80 38 95
    	frame	data/chars/kang/rise.gif
continue...
 
And finally ends here:
Code:
anim jumpspecial
	loop	0
	delay	4
	offset	28 176
	bbox	0 99 41 79
	frame	data/chars/kang/s1b.gif
	frame	data/chars/kang/s2b.gif
	frame	data/chars/kang/s3b.gif
@script
if (frame == 3){
changeopenborvariant("slowmotion", 1);
}
if (frame == 5){
changeopenborvariant("slowmotion", 0);
}
	@end_script
	delay	3
	sound   data/sounds/fire.wav
	frame	data/chars/kang/s4b.gif
	throwframe	5
	frame	data/chars/kang/s5b.gif
	delay	4
	frame	data/chars/kang/s3b.gif
	delay	35
	frame	data/chars/kang/s3b.gif
	delay	9
	frame	data/chars/kang/s2b.gif
	frame	data/chars/kang/s1b.gif


anim spain
	loop	0
	offset	98 173
	bbox	82 87 31 86
	delay	6
	frame	data/chars/kang/pain1.gif
	bbox	89 92 32 83
	frame	data/chars/kang/pain.gif
	delay	45
	bbox	82 87 31 86
	frame	data/chars/kang/pain1.gif


anim shock
	loop	0
	offset	82 177
	delay	4
        landframe 14
        sound	data/sounds/shock.wav
	frame	data/chars/kang/fall1.gif
	frame	data/chars/kang/shock01.gif
	frame	data/chars/kang/fall1.gif
	frame	data/chars/kang/shock01.gif
	frame	data/chars/kang/fall1.gif
	frame	data/chars/kang/shock01.gif
	frame	data/chars/kang/fall2.gif
	frame	data/chars/kang/shock02.gif
	frame	data/chars/kang/fall2.gif
	frame	data/chars/kang/shock02.gif
	frame	data/chars/kang/fall2.gif
	frame	data/chars/kang/shock02.gif
	frame	data/chars/kang/fall2.gif
	delay	999
        frame	data/chars/kang/fall3.gif
	delay	1
        frame	data/chars/kang/fall4.gif

anim burn
	loop	0
	delay	8
        offset	82 177
        landframe 9
        sound   data/sounds/fire1.wav
 	frame	data/chars/misc/burn1.gif
 	frame	data/chars/misc/burn2.gif
 	frame	data/chars/misc/burn1.gif
 	frame	data/chars/misc/burn3.gif
 	frame	data/chars/misc/burn1.gif
 	frame	data/chars/misc/burn2.gif
 	frame	data/chars/misc/burn1.gif
 	frame	data/chars/misc/burn3.gif
	delay	999
        frame	data/chars/kang/fall3.gif
	delay	1
        frame	data/chars/kang/fall4.gif


anim riseattack
	 loop       0
	 offset	    82 177
	 bbox	    0 0 0 0
	 delay      6
         frame      data/chars/kang/rise1.gif
	 delay      15
         frame      data/chars/kang/rise2.gif
	 sound      data/sounds/slide.wav
	 delay      2
         forcedirection 0
	 hitfx      data/sounds/beat2.wav
	 attack30   90 150 50 29 15 1 0 0 10
         staydown   300 300
         dropv      2 1 0
	 move 6
         frame      data/chars/kang/slide.gif
         frame      data/chars/kang/slide.gif
	 move 6
         frame      data/chars/kang/slide.gif
         frame      data/chars/kang/slide.gif
	 move 6
         frame      data/chars/kang/slide.gif
         frame      data/chars/kang/slide.gif
	 move 6
         frame      data/chars/kang/slide.gif
         frame      data/chars/kang/slide.gif
	 move 6
         frame      data/chars/kang/slide.gif
         frame      data/chars/kang/slide.gif
	 move 6
         frame      data/chars/kang/slide.gif
         frame      data/chars/kang/slide.gif
	 move 5
         frame      data/chars/kang/slide.gif
         frame      data/chars/kang/slide.gif
	 move 4
         frame      data/chars/kang/slide.gif
         frame      data/chars/kang/slide.gif
	 move 3
         frame      data/chars/kang/slide.gif
         frame      data/chars/kang/slide.gif
	 move 2
         frame      data/chars/kang/slide.gif
         frame      data/chars/kang/slide.gif
	 move 1
         frame      data/chars/kang/slide.gif
         frame      data/chars/kang/slide.gif
	 move 0
         frame      data/chars/kang/slide.gif
         frame      data/chars/kang/slide.gif
         attack     0 0 0 0 0 0 0 0 0
	 delay      15
	 offset	    98 173
	 frame	    data/chars/kang/get.gif
	 delay      8
	 offset	    82 177
         frame      data/chars/kang/rise3.gif
	 delay      8
         frame      data/chars/kang/rise4.gif


#SUPER RISEATTACK
anim freespecial8
	loop	0
	offset	82 177
	delay	20
        landframe 11
	bbox	0 0 0 0
	delay	8
        sound   data/chars/kang/p3.wav
	frame	data/chars/kang/rise3.gif
	frame	data/chars/kang/rise3.gif
	delay	6
	offset	103 135
        sound   data/sounds/dkick.wav
        frame	data/chars/kang/ra01.gif
        jumpframe 6 2 3 0
        offset	84 132
	frame	data/chars/kang/ra02.gif
        offset	84 156
	frame	data/chars/kang/ra03.gif
        frame	data/chars/kang/ra04.gif
        offset	96 167
        attack20  97 97 54 25 10 1 0 0 0
        frame	data/chars/kang/ra05.gif
        offset	93 163
        attack  0 0 0 0 0
        frame	data/chars/kang/ra06.gif
        offset	86 152
	frame	data/chars/kang/ra07.gif
        offset	82 135
        forcedirection -1
        attack30  93 72 54 19 10 1 0 0 10
        staydown   300 300
	frame	data/chars/kang/ra08.gif
	delay	999
        attack  0 0 0 0 0
        offset	98 126
        frame	data/chars/kang/ra09.gif
	delay	15
	offset	103 140
        frame	data/chars/kang/ra01.gif



anim special
	energycost	50
	mponly  	1
	loop	0
	delay	5
 	load		fmagic
 	subentity	fmagic
 	summonframe	8 5 0 0 0
  	unsummonframe 999
	offset	91 177
	bbox	0 0 0 0
	loop	0
	delay	6
	frame	data/chars/kang/sel1.gif
	frame	data/chars/kang/sel2.gif
	frame	data/chars/kang/sel3.gif
	frame	data/chars/kang/sel4.gif
	frame	data/chars/kang/sel5.gif
	frame	data/chars/kang/sel6.gif
	frame	data/chars/kang/sel7.gif
	frame	data/chars/kang/sel8.gif
	delay	25
	sound	data/sounds/magic.wav
	frame	data/chars/kang/sel9.gif
	delay	5
	offset	127 225
        bbox      0 0 0 0
        sound   data/sounds/morph.wav
	frame	data/chars/kang/dragon00.gif
	frame	data/chars/kang/dragon01.gif
	frame	data/chars/kang/dragon02.gif
	frame	data/chars/kang/dragon03.gif
	frame	data/chars/kang/dragon04.gif
	frame	data/chars/kang/dragon05.gif
	frame	data/chars/kang/dragon06.gif
	frame	data/chars/kang/dragon07.gif
        sound   data/chars/kang/dragon.wav
	frame	data/chars/kang/dragon08.gif
	delay	15
	frame	data/chars/kang/dragon09.gif
	delay	12
	frame	data/chars/kang/dragon17.gif
	frame	data/chars/kang/dragon18.gif
	frame	data/chars/kang/dragon19.gif
	delay	35
	frame	data/chars/kang/dragon20.gif
	delay	7
	frame	data/chars/kang/dragon19.gif
	offset	318 235
        sound   data/chars/kang/acid/acid.wav
	frame	data/chars/kang/dragonsp01.gif
	frame	data/chars/kang/dragonsp02.gif
        sound   data/chars/kang/acid/acid.wav
	frame	data/chars/kang/dragonsp03.gif
	frame	data/chars/kang/dragonsp04.gif
        sound   data/chars/kang/acid/acid.wav
	frame	data/chars/kang/dragonsp05.gif
	frame	data/chars/kang/dragonsp06.gif
	frame	data/chars/kang/dragonsp07.gif
	frame	data/chars/kang/dragonsp08.gif
	delay	8
	offset	127 225
	frame	data/chars/kang/dragon19.gif
       @cmd     toss "acid" 200 240 -1
	frame	data/chars/kang/dragon19.gif
       @cmd     toss "acid" 50 240 0
	frame	data/chars/kang/dragon19.gif
       @cmd     toss "acid" -100 240 1
	frame	data/chars/kang/dragon19.gif
       @cmd     toss "acid" -100 240 -1
	frame	data/chars/kang/dragon19.gif
       @cmd     toss "acid" 50 240 0
	frame	data/chars/kang/dragon19.gif
       @cmd     toss "acid" 200 240 1
	frame	data/chars/kang/dragon19.gif
	delay	35
	frame	data/chars/kang/dragon20.gif
	offset	127 225
        sound   data/sounds/morph.wav
	delay	5
	frame	data/chars/kang/dragon08.gif
	frame	data/chars/kang/dragon07.gif
	frame	data/chars/kang/dragon06.gif
	frame	data/chars/kang/dragon05.gif
	frame	data/chars/kang/dragon04.gif
	frame	data/chars/kang/dragon03.gif
	frame	data/chars/kang/dragon02.gif
	frame	data/chars/kang/dragon01.gif
	frame	data/chars/kang/dragon00.gif
	offset	91 177
	delay	25
	frame	data/chars/kang/sel9.gif
	delay	9
	frame	data/chars/kang/sel1.gif



# FATALITY

anim freespecial20
	offset	82 177
        followanim 7
        followcond 2
	delay	2
	bbox	70 112 32 64
        sound   data/chars/kang/hit.wav
        frame	data/chars/kang/u1.gif
        frame	data/chars/kang/u2.gif
	bbox	0 0 0 0
	attack21  78 87 49 47 23 1 1 0 0
        dropv   4 1 0 0
        frame	data/chars/kang/u3.gif
        frame	data/chars/kang/u3.gif
        attack  0 0 0 0
	sound   data/sounds/punch.wav
        frame	data/chars/kang/u4.gif
        frame	data/chars/kang/u4.gif
        frame	data/chars/kang/u5.gif
        frame	data/chars/kang/u5.gif
	delay   30
        frame	data/chars/kang/u5.gif
	delay   5
        frame	data/chars/kang/u5.gif
	delay	9
        frame	data/chars/kang/kb06.gif
	bbox	81 78 30 100
        frame	data/chars/kang/kb07.gif


anim follow7
	loop	0
	offset	82 177
	delay	2
        attack  0 0 0 0
	bbox	0 0 0 0
        movez   1
        frame	data/chars/kang/u3.gif
        movez   0
        frame	data/chars/kang/u4.gif
        frame	data/chars/kang/u4.gif
        frame	data/chars/kang/u5.gif
        frame	data/chars/kang/u5.gif
	delay   36
        frame	data/chars/kang/u5.gif
        frame	data/chars/kang/u5.gif
        frame	data/chars/kang/u5.gif
	delay   5
        frame	data/chars/kang/u5.gif
	delay	8
        frame	data/chars/kang/kb06.gif
        hitfx   data/sounds/empty.wav 
        counterattack 1
	attack  87 162 26 20 0 1 1 1 0
	bbox	94 169 14 10
        frame	data/chars/kang/kb07.gif

anim pain20
	loop	0
	summonframe	1 300 200 0 1
	subentity	bfatal
	unsummonframe 40
	delay	9
	bbox	0 0 0 0
	delay	6
	offset	91 177
	frame	data/chars/kang/sel1.gif
	frame	data/chars/kang/sel2.gif
	frame	data/chars/kang/sel3.gif
	frame	data/chars/kang/sel4.gif
	frame	data/chars/kang/sel5.gif
	frame	data/chars/kang/sel6.gif
	frame	data/chars/kang/sel7.gif
	frame	data/chars/kang/sel8.gif
	delay	12
	frame	data/chars/kang/sel9.gif
	delay	5
	offset	127 225
        bbox      0 0 0 0
        sound   data/sounds/morph.wav
	frame	data/chars/kang/dragon00.gif
	frame	data/chars/kang/dragon01.gif
	frame	data/chars/kang/dragon02.gif
	frame	data/chars/kang/dragon03.gif
	frame	data/chars/kang/dragon04.gif
	frame	data/chars/kang/dragon05.gif
	frame	data/chars/kang/dragon06.gif
	frame	data/chars/kang/dragon07.gif
	frame	data/chars/kang/dragon08.gif
	delay	15
	frame	data/chars/kang/dragon09.gif
	delay	8
	frame	data/chars/kang/dragon10.gif
        sound   data/chars/kang/fatkang.wav
	frame	data/chars/kang/dragon12.gif
	delay	25
	frame	data/chars/kang/dragon13.gif
	delay	15
	frame	data/chars/kang/dragon14.gif
	frame	data/chars/kang/dragon15.gif
	frame	data/chars/kang/dragon16.gif
	delay	30
	frame	data/chars/kang/dragon13.gif
	delay	9
	frame	data/chars/kang/dragon11.gif
	frame	data/chars/kang/dragon12.gif
	delay	38
	frame	data/chars/kang/dragon10.gif
	frame	data/chars/kang/dragon10.gif
	frame	data/chars/kang/dragon10.gif
        sound   data/sounds/morph.wav
	delay	5
	frame	data/chars/kang/dragon08.gif
	frame	data/chars/kang/dragon07.gif
	frame	data/chars/kang/dragon06.gif
	frame	data/chars/kang/dragon05.gif
	frame	data/chars/kang/dragon04.gif
	frame	data/chars/kang/dragon03.gif
	frame	data/chars/kang/dragon02.gif
	frame	data/chars/kang/dragon01.gif
	frame	data/chars/kang/dragon00.gif
	offset	91 177
	delay	16
	frame	data/chars/kang/sel9.gif
	delay	9
	frame	data/chars/kang/sel1.gif
	delay	2
	frame	data/chars/kang/sel1.gif
I Hope together can find a solution.

Thanks!
 
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