(character
  (name Mandy)
  (health 100)
  (jump-velocity 6.1)
  (speed 1.1)
  (type player)
  (shadow 3)
  (die-sound sounds/eek.wav)
  (icon players/mandy/icon.png)
  (landed sounds/fall.wav)

  # To create an alternate colour version, enter the path to
  # an image in the original, and one in the alternative colourset.
  (remap players/mandy/idle/stand1.png players/mandy/alt1.png)

  (anim
    (name idle)
    (keys key_idle)
    (loop 1)
    (delay 10)
    (offset 0 0)
    (basedir players/mandy/idle/)
    (frame stand1.png)
    (frame stand2.png)
    (frame stand3.png)
    (frame stand4.png)
    (frame stand5.png)
    (frame stand6.png)
    (frame stand7.png))

  (anim
    (name walk)
    (keys key_idle)
    (loop 1)
    (delay 7)
    (offset 0 0)
    (basedir players/mandy/walk/)
    (frame walk01.png)
    (frame walk02.png)
    (frame walk03.png)
    (frame walk04.png)
    (frame walk05.png)
    (frame walk06.png)
    (frame walk07.png)
    (frame walk08.png)
    (frame walk09.png)
    (frame walk10.png))

  (anim
    (name get)
    (keys key_attack1)
    (loop 0)
    (delay 5)
    (offset 2 2)
    (basedir players/mandy/get/)
    (frame get1.png)
    (frame get2.png)
    (frame get3.png)
    (delay 30)
    (frame get4.png)
    (delay 5)
    (frame get3.png)
    (frame get2.png)
    (frame get1.png))

  (anim
    (name attack1)
    (keys key_attack1)
    (loop 0)
    (delay 4)
    (bbox 13 2 31 98)
    (offset 12 1)
    (basedir players/mandy/punch1/)
    (attack)
    (frame punch1-1.png)
    (frame punch1-2.png)
    (frame punch1-3.png)
    (attack
      (x1 50)
      (y1 15)
      (x2 85)
      (y2 30)
      (damage 3)
      (force 0))
    (frame punch1-4.png)
    (attack)
    (delay 2)
    (frame punch1-3.png)
    (frame punch1-2.png))

  (anim
    (name attack2)
    (keys key_attack1)
    (sequence attack1 attack3)
    (loop 0)
    (delay 5)
    (offset 10 0)
    (basedir players/mandy/punch2/)
    (frame punch2-1.png)
    (offset 10 0)
    (frame punch2-2.png)
    (offset 10 0)
    (frame punch2-3.png)
    (delay 8)
    (attack
      (x1 72)
      (y1 25)
      (x2 92)
      (y2 38)
      (damage 6)
      (force 0))
    (frame punch2-4.png)
    (attack
      (x1 0)
      (y1 0)
      (x2 0)
      (y2 0)
      (damage 6)
      (force 0))
    (delay 7)
    (frame punch2-3.png)
    (offset 10 0)
    (frame punch2-3.png))

  (anim
    (name attack3)
    (keys key_attack1)
    (sequence attack2 none)
    (loop 0)
    (delay 6)
    (offset 25 3)
    (shadow -25 0)
    (basedir players/mandy/kick/)
    (attack) 
    (frame a3-01.png)
    (frame a3-02.png)
    (frame a3-03.png)
    (delay 8)
    (attack 
      (x1 65)
      (y1 40)
      (x2 113)
      (y2 70)
      (damage 9)
      (force 3))
    (frame a3-04.png)
    (frame a3-05.png)
    (attack)
    (frame a3-06.png)
    (frame a3-07.png)
    (frame a3-08.png)
    (frame a3-09.png))

  (anim
    (name special)
    (type attack)
    (keys key_attack2)
    (loop 0)
    (delay 5)
    (offset -5 0)
    (z-distance 300)
    (attack 
      (x1 -30)
      (y1 60)
      (x2 270)
      (y2 250)
      (damage 20)
      (force 0))
    (basedir players/mandy/super/)
    (frame super01.png)
    (frame super02.png)
    (frame super03.png)
    (frame super04.png)
    (frame super05.png)
    (frame super06.png)
    (frame super07.png)
    (frame super08.png)
    (frame super09.png))

  (anim
    (name freespecial)
    (type attack)
    (keys key_forward key_forward key_attack1)
    (!jumpframe 0)
    (loop 0)
    (delay 5)
    (offset 0 5)
    (basedir players/mandy/special/)
    (frame special1.png)
    (sound sounds/mary_ffp.wav)
    (move 10 0 0)
    (offset 0 -20)
    (attack 
      (x1 50)
      (y1 20)
      (x2 80)
      (y2 40)
      (damage 8)
      (force 3))
    (frame special2.png)
    (move 10 0 0)
    (attack 
      (x1 30)
      (y1 10)
      (x2 65)
      (y2 95)
      (damage 11)
      (force 3))
    (frame special3.png)
    (move 10 0 0)
    (frame special4.png)
    (delay 8)
    (move 10 0 0)
    (attack 
      (x1 40)
      (y1 30)
      (x2 95)
      (y2 70)
      (damage 11)
      (force 3))
    (frame special5.png)
    (move 10 0 0)
    (frame special6.png)
    (move 10 0 0)
    (attack 
      (x1 0)
      (y1 0)
      (x2 0)
      (y2 0)
      (damage 8)
      (force 0))
    (frame special7.png)
    (delay 15)
    (offset 0 5)
    (frame special8.png)
    (delay 8)
    (frame special9.png))

  (anim
    (name jump)
    (keys key_jump)
    (status ground)
    (loop 0)
    (offset 0 0)
    (delay 6)
    (basedir players/mandy/jump/)
    (frame jump01.png)
    (frame jump02.png)
    (frame jump03.png)
    (frame jump04.png)
    (frame jump05.png)
    (frame jump06.png)
    (frame jump07.png)
    (frame jump08.png)
    (frame jump09.png)
    (frame jump10.png)
    (delay 10)
    (frame jump11.png))

  (anim
    (name jumpattack)
    (keys key_attack1)
    (status jump)
    (loop 0)
    (offset 20 0)
    (delay 7)
    (basedir players/mandy/jump-kick/)
    (frame jkick1.png)
    (frame jkick2.png)
    (delay 10)
    (attack 
      (x1 60)
      (y1 50)
      (x2 95)
      (y2 75)
      (damage 11)
      (force 0))
    (frame jkick3.png)
    (delay 6)
    (attack 
      (x1 0)
      (y1 0)
      (x2 0)
      (y2 0)
      (damage 0)
      (force 0))
    (frame jkick4.png))

  (anim
    (name jumpattack2)
    (keys key_down key_attack1)
    (status jump)
    (loop 0)
    (delay 7)
    (offset 10 0)
    (basedir players/mandy/jump-punch/)
    (frame jpunch1.png)
    (delay 10)
    (attack 
      (x1 40)
      (y1 35)
      (x2 65)
      (y2 50)
      (damage 8)
      (force 0))
    (frame jpunch2.png)
    (attack 
      (x1 0)
      (y1 0)
      (x2 0)
      (y2 0)
      (damage 0)
      (force 0))
    (frame jpunch1.png))

  (anim
    (name grab)
    (keys key_idle)
    (loop 0)
    (offset 33 83)
    (bbox 26 6 27 71)
    (delay 10)
    (frame players/mandy/grab.png))

  (anim
    (name grabattack)
    (keys key_idle)
    (loop 0)
    (offset 33 98)
    (bbox 34 24 19 93)
    (delay 6)
    (basedir players/mandy/knee/)
    (frame knee1.png)
    (delay 20)
    (!attack 47 42 30 31 6 0)
    (frame knee2.png)
    # (attack 0)
    (delay 6)
    (frame knee1.png))

  (anim
    (name grabattack2)
    (keys key_idle)
    (loop 0)
    (offset 33 117)
    (bbox 30 28 24 91)
    (delay 5)
    (basedir players/mandy/slap/)
    (frame slap01.png)
    (frame slap02.png)
    #( attack 50 44 33 41 16 1)
    (frame slap03.png)
    (!attack 50 41 44 30 16 1)
    (frame slap04.png)
    (!attack 47 9 46 41 16 1)
    (frame slap05.png)
    (frame slap06.png)
    (frame slap07.png)
    (!attack 0 0 0 0 0 0)
    (frame slap06.png)
    (frame slap05.png)
    (frame slap04.png)
    (frame slap08.png)
    (frame slap09.png))

  (anim
    (name throw)
    (keys key_idle)
    (loop 0)
    (offset 0 0)
    (delay 5)
    (sound sounds/marytoss.wav)
    (basedir players/mandy/throw/)
    (frame throw1.png)
    (frame throw2.png)
    (frame throw3.png)
    (frame throw4.png)
    (frame throw5.png)
    (frame throw6.png)
    (frame throw7.png)
    (offset 0 0)
    (delay 5)
    (basedir players/mandy/rise/)
    (frame rise1.png)
    (frame rise2.png)
    (frame rise3.png)
    (frame rise4.png))

  (anim
    (name pain)
    (keys key_idle)
    (loop 0)
    (offset 0 0)
    (delay 8)
    (basedir players/mandy/hurt/)
    (frame hurt1.png)
    (delay 40)
    (frame hurt2.png)
    (delay 8)
    (frame hurt1.png))

  (anim
    (name fall)
    (keys key_idle)
    (loop 0)
    (offset 0 30)
    (delay 8)
    (basedir players/mandy/fall/)
    (frame fall1.png)
    (frame fall2.png)
    (frame fall3.png)
    (frame fall4.png)
    (frame fall5.png))

  (anim
    (name rise)
    (keys key_idle)
    (loop 0)
    (offset 0 10)
    (delay 10)
    (basedir players/mandy/rise/)
    (frame rise1.png)
    (frame rise2.png)
    (frame rise3.png)
    (frame rise4.png))

  (anim
    (name land)
    (keys key_idle)
    (loop 0)
    (offset 0 15)
    (delay 25)
    (frame players/mandy/jump/jump01.png))

  )
