##############################################################
# This is a Unit Sprite script. 
##############################################################


0 # Required 0

UNIT_SPRITE
{
	UNIT_SPRITE_MOVE	1
    {
        # This is the sprite action definition block.  All sprite
        # actions require this block if the sprite action is defined.
        #
        SPRITE_NUM_FRAMES     11    # number of frames of animation
        SPRITE_FIRST_FRAME    0    # the index of the first frame
        SPRITE_WIDTH         96    # the width of each sprite image
        SPRITE_HEIGHT        72    # the height of each sprite image
        SPRITE_HOT_POINTS          # the hot points (center points) of
                                   # the sprite for each of the 5 facings
            53 26     # facing 1
            53 26     # facing 2
            53 26     # facing 3
            53 26     # facing 4
            53 26     # facing 5
    }
	ANIM	1
	{
		ANIM_TYPE		1
		ANIM_NUM_FRAMES		10
		ANIM_PLAYBACK_TIME	1000
		ANIM_DELAY		10000
		ANIM_FRAME_DATA
			1	2	3	4	5
			6	7	8	9	10	

		ANIM_MOVE_DELTAS	0

		ANIM_TRANSPARENCIES	0
	}

	UNIT_SPRITE_ATTACK	1
    
	UNIT_SPRITE_ATTACK_IS_DIRECTIONAL	0
	{
        # This is the sprite action definition block.  All sprite
        # actions require this block if the sprite action is defined.
        #
        SPRITE_NUM_FRAMES    8    # number of frames of animation
        SPRITE_FIRST_FRAME    0    # the index of the first frame
        SPRITE_WIDTH         96    # the width of each sprite image
        SPRITE_HEIGHT        72    # the height of each sprite image
        SPRITE_HOT_POINTS          # the hot points (center points) of
                                   # the sprite for each of the 5 facings
            78 39     # facing 1
            78 39     # facing 2
            78 39     # facing 3
            78 39     # facing 4
            78 39     # facing 55326
    }
	ANIM	1
	{
		ANIM_TYPE		1
		ANIM_NUM_FRAMES		23
		ANIM_PLAYBACK_TIME	1000
		ANIM_DELAY		1000
		ANIM_FRAME_DATA
			0	1	2	2	2
			3	4	5	5	5
			4	3	2	2	2
			3	4	5	5	5
			5	6	7

		ANIM_MOVE_DELTAS	0
		ANIM_TRANSPARENCIES    0
	}

 UNIT_SPRITE_IDLE    1
    {
        SPRITE_NUM_FRAMES     4
        SPRITE_FIRST_FRAME    0
        SPRITE_WIDTH             119
        SPRITE_HEIGHT         75
        SPRITE_HOT_POINT    64 37
    }

    ANIM    1
    {
        ANIM_TYPE             0
        ANIM_NUM_FRAMES       19
        ANIM_PLAYBACK_TIME    3300
        ANIM_DELAY            0
        ANIM_FRAME_DATA
		0	1	2	2	2
		3	3	2	2	3
		3	2	2	3	3
		2	2	1	0  

        ANIM_MOVE_DELTAS    0
 
        ANIM_TRANSPARENCIES    0

    }

    UNIT_SPRITE_VICTORY    1
    UNIT_SPRITE_IS_DEATH    1
    {
        SPRITE_NUM_FRAMES     4
        SPRITE_FIRST_FRAME    0
        SPRITE_WIDTH             119
        SPRITE_HEIGHT         75
        SPRITE_HOT_POINT    64 37
    }

    ANIM    1
    {
        ANIM_TYPE             0
        ANIM_NUM_FRAMES       6
        ANIM_PLAYBACK_TIME    3300
        ANIM_DELAY            0
        ANIM_FRAME_DATA
            0    1    2	2    1    0

        ANIM_MOVE_DELTAS    0
 
        ANIM_TRANSPARENCIES    0

    }

    #
    # This is the Unit Sprite's Work animation (Special Animation)
    # to be used when doing special attacks or special movement.
    #
    # As you can see, it's not defined.
    #
    UNIT_SPRITE_WORK    0

    #
    # Unit Sprite Attributes Section
    #
    #
    # This section specifies a bunch of unit sprite attributes
    #
    
    #
    # Firepoints
    #
    # This block indicates where on the sprite that ammunition should
    # originate when the unit attacks.  This is currently ignored.
    #
    UNIT_SPRITE_FIREPOINTS    0

    # Work Firepoints
    #
    # This block indicates where on the sprite that the ammunition 
    # should originate when the unit special attacks.  This is also
    # currently ignored.
    #
    UNIT_SPRITE_FIREPOINTS_WORK    0

    # UNIT_SPRITE_MOVEOFFSETS
    #
    # These are sprite nudges to be applied when the unit is moving.
    # They are an alternate way of specifying how many pixels in each
    # direction that unit should move.  There's one pair of offsets 
    # (x,y) for each facing (1-5).
    #
    # These are not currently used in the engine.
    #
    UNIT_SPRITE_MOVEOFFSETS    1
    {
        0 0
        0 0
        0 0
        0 0
        0 0
    }

    # UNIT_SPRITE_SHIELDPOINTS
    #
    # This tag's block, when defined, allows you specify where the
    # unit's herald shield will appear in the sprite for each of the
    # 5 facings, for each of the 5 actions that the unit will perform.
    #
    # Often a fixed shield position wouldn't always work, as the shield
    # might cover up an important part of the sprite.  This block
    # allows specific points to be used.
    #
    UNIT_SPRITE_SHIELDPOINTS    1
    {    
        UNIT_SPRITE_SHIELDPOINTS_MOVE
            82 9
            82 9
            82 9
            82 9
            82 9
        UNIT_SPRITE_SHIELDPOINTS_ATTACK
            82 9
            82 9
            82 9
            82 9
            82 9
        UNIT_SPRITE_SHIELDPOINTS_IDLE
            48 36
            48 36
            48 36
            48 36
            48 36
        UNIT_SPRITE_SHIELDPOINTS_VICTORY
            82 9
            48 36
            48 36
            48 36
            48 36
        UNIT_SPRITE_SHIELDPOINTS_WORK
            48 36
            48 36
            48 36
            48 36
            48 36
    }

}
