##############################################################
# This is a sample Effect Sprite script. 
##############################################################

21 # a number is required here.  It can be any number.

#
# An Effect Sprite is much like a good sprite, except that the
# tag EFFECT_SPRITE implies that the script will define
# EFFECT_SPRITE_PLAY and EFFECT_SPRITE_FLASH.  The sprite must
# have an EFFECT_SPRITE_PLAY block, and may optionally have
# an EFFECT_SPRITE_FLASH block.
#
# The *_PLAY block defines the animation for the effect, and
# the *_FLASH block defines a special effect flash that can
# be drawn in the frame as well.  The graphics in the *_FLASH
# block are drawn in an additive mode, rather than a standard
# pixel copy mode, to allow for some lighting effects.
#
# The *_FLASH was originally designed to let us light up the
# terrain around the sprite being drawn.
#

EFFECT_SPRITE
{
	# 
	# The Play block is required, and looks much like a normal
	# sprite definition block (See the Unit Sprite Script's 
	# Idle block.)
	#
	# Note that an ANIM block is required whenever a sprite 
	# action block is defined.
	#
	EFFECT_SPRITE_PLAY      1
	{
		SPRITE_NUM_FRAMES       12
			SPRITE_FIRST_FRAME      1
			SPRITE_WIDTH            96
			SPRITE_HEIGHT           72
			SPRITE_HOT_POINT
			58 58  # facing 1
	}
	
	ANIM			1
	{
		ANIM_TYPE		0		# 0 = Seq  1 = looped  2 = bnf
			ANIM_NUM_FRAMES         24
			ANIM_PLAYBACK_TIME      4800            # 1 second
			ANIM_DELAY		0		# no delay
			ANIM_FRAME_DATA
			0 1 2 3 4 
			5 6 7 8 9
			10 11 0 1 2
			3 4 5 6 7
			8 9 10 11
			ANIM_MOVE_DELTAS        0
			ANIM_TRANSPARENCIES	0
	}
	
	# 
	# Flash is not currently defined for this sprite, but if it were,
	# it would take the form of the EFFECT_SPRITE_PLAY block exactly.
	#
	EFFECT_SPRITE_FLASH		0
}
