#GENERAL
*name       = "hand_lvl_13";

*faction       = "evil";
*enemy_faction = "good";

*rad        = 1.7;
*mass       = 24.0;
*elasticity = 0.2;
*drag       = 0.5;
*friction   = 4.5;
*hardness   = 0.3;

*model       = "npc_evilhand_01";
*model_rot   = 0.0;
*model_scale = 2.0;
*model_col  = colorRGB(0.0, 0.0, 0.7);
*bleed_rate     = 3.0;
*dam_part_vec   = { "blood_01" };
*leak_decal_vec = { "decals/big_blood_01.tga", "decals/big_blood_02.tga" };

#ATTRIBUTE "ccrange";
#BASE      3.0;
#ATTRIBUTE "ccspeed";
#BASE      mult(3, avar("ccspeed_level"));
#ATTRIBUTE "ccdamage";
#BASE      mult(4.5, avar("ccdamage_level"));
#ATTRIBUTE "attract";
#BASE      20.0;
#ATTRIBUTE "leak";
#BASE      0.0;
#ATTRIBUTE "speed";
#BASE      mult(42, avar("speed_level"));
#ATTRIBUTE "health";
#BASE      mult(375, avar("health_level"));
#ATTRIBUTE "res";
#BASE      1.0;
#ATTRIBUTE "rot_speed";
#BASE      30.0;
#ATTRIBUTE "exp";
#BASE      mult(4.5, avar("exp_level"));
#ATTRIBUTE "level";
#BASE      4.5;
#ATTRIBUTE "waiting";
#BASE      avar("waiting");

#ON_DAMAGE

  sound_play( add("monsters/spit_0", num_to_str(rand(1, 4.99)), ".wav"), this_x(), this_y(), 1 );

#ON_DEATH

  avar("total_spawn", sub(avar("total_spawn"), 1));
  var func = nop;
  func = if(avar("total_spawn"), nop, char_make);
  func("bosses/patches_laugh", 37, 46);
  sound_play( add("monsters/squash_0", num_to_str(rand(1, 3.99)), ".wav"), this_x(), this_y(), 1 );

#CONTROL "script";
##BEGIN

#SEQUENCE "init";
# wait( .1, 1 );
  move(1000, 1000, 0);
# this_control_push("script", "monsters/ink");
  wait(.15, 1);
  move_to( 1000, 1000, 0 );
# this_control_push("script", "monsters/money");
  wait(.15, 1);
  move_to( 1000, 1000, 0 );
# seq_jump(if(this_get_attribute("waiting"), "waiting", "attack"));

#SEQUENCE "attack";
# particle_make( "wood_dust_03", this_x(), this_y(), 1, rand(-2,2), rand(-2,2), rand(1,4), rand(-1,1) );
# this_control_jump( 
  "pusher",
  " *faction    = \"good\";
    *push       = 700;
    *max_dist   = 24;
    *min_weight = 2;
    *flee_dist  = 12.0;
  ",
  1.0
  );
# seq_jump("wait");

#SEQUENCE "waiting";
# this_control_jump( 
  "wait for faction",
  "*faction    = \"good\";
   *range = 20.0;
   *control = \"pusher\";
   *init = \"
	*faction    = \\\"good\\\";
    *push       = 700;
    *max_dist   = 24;
    *min_weight = 2;
    *flee_dist  = 12.0;
  \";
  *file = 0.0;
  ",
  1.0
  );
# seq_jump("wait");

#SEQUENCE "wait";
# wait( 10000 );

##END