# Do not forget to name your character.
# Health is optional.
name Iori_Yagami
health 100
speed 9
running 18 4 2 0 0
type player
shadow 3
diesound data/sounds/eek.wav
icon data/chars/iori/icon.gif
#---------- SPECIAL COMMANDS
com D F A freespecial #Hadouken
com D U A freespecial2 #Shoryuken
# To create an alternate colour version, enter the path to
# an image in the original, and one in the alternative colourset.
remap data/chars/iori/Stand_00.gif data/chars/iori/Remap_00.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 waiting
loop 0
delay 10
offset 48 96
frame data/chars/iori/portrait.gif
anim idle
loop 1
delay 10
offset 32 64
bbox 14 6 22 97
frame data/chars/iori/stand_00.gif
frame data/chars/iori/stand_01.gif
frame data/chars/iori/stand_02.gif
frame data/chars/iori/stand_03.gif
frame data/chars/iori/stand_04.gif
anim walk
loop 1
delay 10
offset 32 64
bbox 19 3 15 101
frame data/chars/iori/walk_00.gif
frame data/chars/iori/walk_01.gif
frame data/chars/iori/walk_02.gif
frame data/chars/iori/walk_03.gif
anim run
loop 1
delay 10
offset 32 64
bbox 19 3 15 101
frame data/chars/iori/run_00.gif
frame data/chars/iori/run_01.gif
frame data/chars/iori/run_02.gif
frame data/chars/iori/run_03.gif
anim runjump
loop 1
delay 7
offset 32 64
bbox 19 3 15 101
frame data/chars/iori/run_00.gif
frame data/chars/iori/run_01.gif
frame data/chars/iori/run_02.gif
frame data/chars/iori/run_03.gif
anim runattack
loop 0
delay 7
offset 48 64
bbox 19 3 15 101
frame data/chars/iori/runatk_00.gif
frame data/chars/iori/runatk_01.gif
frame data/chars/iori/runatk_02.gif
frame data/chars/iori/runatk_03.gif
frame data/chars/iori/runatk_04.gif
frame data/chars/iori/runatk_04.gif
frame data/chars/iori/runatk_04.gif
frame data/chars/iori/runatk_04.gif
frame data/chars/iori/runatk_04.gif
anim get
loop 0
delay 5
offset 41 95
frame data/chars/kula/get000.gif
frame data/chars/kula/get001.gif
delay 30
frame data/chars/kula/get002.gif
delay 5
frame data/chars/kula/get001.gif
frame data/chars/kula/get000.gif
anim attack1
loop 0
delay 4
bbox 15 0 19 99
offset 23 101
frame data/chars/kula/a1-000.gif
bbox 24 5 19 94
move 10
offset 33 101
frame data/chars/kula/a1-001.gif
attack 59 19 39 16 5
bbox 41 7 16 92
move 10
offset 43 101
frame data/chars/kula/a1-002.gif
move 0
frame data/chars/kula/a1-003.gif
attack 0 0 0 0 0
bbox 35 5 19 94
offset 33 101
move -10
delay 2
frame data/chars/kula/a1-004.gif
offset 23 101
move -10
frame data/chars/kula/a1-005.gif
anim attack2
loop 0
delay 4
offset 32 104
bbox 19 7 30 97
frame data/chars/kula/a2-000.gif
bbox 25 19 24 86
move 5
offset 37 104
frame data/chars/kula/a2-001.gif
bbox 37 28 29 77
attack 64 39 59 30 10
move 5
offset 42 104
frame data/chars/kula/a2-002.gif
move 0
frame data/chars/kula/a2-003.gif
frame data/chars/kula/a2-002.gif
attack 0 0 0 0 0
bbox 19 7 30 97
frame data/chars/kula/a2-000.gif
move -10
offset 32 104
frame data/chars/kula/a2-006.gif
anim attack3
loop 0
delay 6
offset 15 123
bbox 13 24 21 100
frame data/chars/kula/a3-000.gif
move 10
offset 25 123
bbox 24 28 16 97
frame data/chars/kula/a3-001.gif
move 10
offset 35 123
frame data/chars/kula/a3-002.gif
move 0
attack 47 1 48 99 15 1
bbox 35 28 10 96
frame data/chars/kula/a3-003.gif
attack 32 0 21 15 15 1
frame data/chars/kula/a3-004.gif
attack 0 0 0 0 0
frame data/chars/kula/a3-005.gif
bbox 24 28 16 97
frame data/chars/kula/a3-002.gif
move -10
offset 25 123
frame data/chars/kula/a3-001.gif
move -10
offset 15 123
bbox 13 24 21 100
frame data/chars/kula/a3-000.gif
anim special
loop 0
delay 3
offset 76 133
frame data/chars/kula/super000.gif
frame data/chars/kula/super001.gif
frame data/chars/kula/super002.gif
frame data/chars/kula/super003.gif
frame data/chars/kula/super004.gif
frame data/chars/kula/super005.gif
blast 5 50 64 85 20 1
frame data/chars/kula/super006.gif
blast 5 50 64 137 20 1
frame data/chars/kula/super007.gif
blast 69 50 64 72 20 1
frame data/chars/kula/super008.gif
blast 0 0 0 0 0
# second spin
frame data/chars/kula/super015.gif
blast 0 67 116 68 20 1
frame data/chars/kula/super014.gif
blast 3 57 72 76 20 1
frame data/chars/kula/super013.gif
blast 66 52 52 83 20 1
frame data/chars/kula/super012.gif
blast 0 0 0 0 0
frame data/chars/kula/super011.gif
frame data/chars/kula/super010.gif
frame data/chars/kula/super009.gif
# end second spin
frame data/chars/kula/super016.gif
frame data/chars/kula/super017.gif
frame data/chars/kula/super018.gif
# blast 47 1 48 99 15
anim freespecial
loop 0
delay 5
offset 41 115
bbox 38 15 19 102
sound data/sounds/kulablow.wav
frame data/chars/kula/kiss000.gif
frame data/chars/kula/kiss001.gif
frame data/chars/kula/kiss002.gif
frame data/chars/kula/kiss003.gif
frame data/chars/kula/kiss004.gif
frame data/chars/kula/kiss005.gif
attack 56 28 36 15 20 1
frame data/chars/kula/kiss006.gif
attack 56 29 44 23 20 1
frame data/chars/kula/kiss007.gif
attack 67 34 75 36 20 1
frame data/chars/kula/kiss008.gif
attack 68 33 104 53 20 1
frame data/chars/kula/kiss009.gif
attack 67 35 112 58 20 1
frame data/chars/kula/kiss010.gif
attack 67 35 117 58 20 1
frame data/chars/kula/kiss011.gif
attack 67 35 122 58 20 1
frame data/chars/kula/kiss012.gif
frame data/chars/kula/kiss013.gif
frame data/chars/kula/kiss014.gif
attack 0 0 0 0
frame data/chars/kula/kiss015.gif
frame data/chars/kula/kiss016.gif
frame data/chars/kula/kiss017.gif
frame data/chars/kula/kiss018.gif
frame data/chars/kula/kiss019.gif
frame data/chars/kula/kiss020.gif
frame data/chars/kula/kiss021.gif
frame data/chars/kula/kiss022.gif
anim freespecial2 # Special + Up + Attack
loop 0
delay 7
offset 32 64
bbox 38 15 19 102
frame data/chars/iori/SUA_00.gif
move 5
sound data/chars/iori/SUA_00.wav
frame data/chars/iori/SUA_00.gif
move 5
movea 15
frame data/chars/iori/SUA_01.gif
frame data/chars/iori/SUA_02.gif
movea 0
frame data/chars/iori/SUA_03.gif
frame data/chars/iori/SUA_04.gif
anim jump
loop 0
offset 32 64
delay 15
bbox 40 42 17 73
frame data/chars/iori/jump_00.gif
frame data/chars/iori/jump_01.gif
anim jumpattack
loop 0
offset 31 90
delay 7
bbox 23 0 18 65
frame data/chars/kula/jk000.gif
delay 1000
attack 68 51 32 27 6 1
frame data/chars/kula/jk001.gif
anim jumpattack2
loop 0
delay 7
offset 43 90
bbox 26 24 33 53
frame data/chars/kula/airp00.gif
bbox 26 30 33 44
frame data/chars/kula/airp01.gif
bbox 23 20 34 35
attack 44 49 28 32 6 0
frame data/chars/kula/airp02.gif
delay 1000
attack 44 50 28 33 6 0
frame data/chars/kula/airp03.gif
anim grab
loop 0
offset 33 74
bbox 27 5 33 73
delay 1000
frame data/chars/kula/grab.gif
anim grabattack
loop 0
offset 36 100
bbox 34 9 19 93
delay 4
frame data/chars/kula/knee01.gif
frame data/chars/kula/knee02.gif
delay 20
attack 48 35 34 26 6
frame data/chars/kula/knee03.gif
attack 0
delay 4
frame data/chars/kula/knee02.gif
frame data/chars/kula/knee01.gif
anim grabattack2
loop 0
offset 40 121
bbox 34 25 25 100
delay 5
frame data/chars/kula/elbow01.gif
attack 51 4 27 51 8
frame data/chars/kula/elbow02.gif
bbox 37 25 25 100
frame data/chars/kula/elbow03.gif
attack 0
frame data/chars/kula/elbow04.gif
bbox 40 25 25 100
frame data/chars/kula/elbow05.gif
bbox 41 31 26 93
attack 57 37 27 35 10 1
frame data/chars/kula/elbow06.gif
frame data/chars/kula/elbow07.gif
attack 0
frame data/chars/kula/elbow08.gif
frame data/chars/kula/elbow09.gif
bbox 26 22 24 102
frame data/chars/kula/elbow10.gif
anim throw
loop 0
offset 40 60
delay 10
sound data/sounds/kulahey.wav
frame data/chars/kula/throw1.gif
delay 30
frame data/chars/kula/throw2.gif
delay 10
frame data/chars/kula/throw1.gif
anim pain
loop 0
offset 31 89
bbox 12 0 36 90
delay 8
frame data/chars/kula/pain01.gif
delay 50
frame data/chars/kula/pain02.gif
delay 8
frame data/chars/kula/pain01.gif
anim fall
loop 0
offset 51 95
# attack
delay 8
frame data/chars/kula/fall00.gif
frame data/chars/kula/fall01.gif
frame data/chars/kula/fall02.gif
frame data/chars/kula/fall03.gif
frame data/chars/kula/fall04.gif
anim rise
loop 0
offset 32 94
delay 10
frame data/chars/kula/rise1.gif
frame data/chars/kula/rise2.gif
frame data/chars/kula/rise3.gif
frame data/chars/kula/rise4.gif
anim land
loop 0
offset 50 113
delay 25
bbox 40 42 17 73
frame data/chars/kula/jump000.gif