[global]
descname=Lumberjack
help=Fells trees.
type=generic
menu_pic=lumberjack_menu.png
program=chop
program=burn

# Here come the animations
# For the walk animation, [walk] is a default for all walk animations.
# You can, however, create [walk_nw] etc.. sections for sub-animations in a
# given direction

[chop]
0=findobject attrib:tree radius:8	# find an object matching the given criteria, put it into the object slot
1=walk object								# walk to the object in the object slot
2=animation hacking 10000				# play an animation 
3=object fall								# cause the object to change its program (to 'fall')
4=animation idle 2000					# wait for the tree to disappear
5=createitem log							# create & carry the given item
6=return										# return home

[burn]
0=setdescription fire
1=findobject attrib:tree radius:12
2=walk object
3=animation burning 5000  
4=removeobject
5=plant
6=findobject attrib:tree radius:12
7=walk object
8=animation burning 5000  
9=removeobject
10=plant
11=findobject attrib:tree radius:12
12=walk object
13=animation burning 5000 
14=removeobject
15=plant
16=return 


[hacking]
pics=hacking_??.png
clrkey_r=0
clrkey_g=0
clrkey_b=255
hot_spot_x=5
hot_spot_y=13


[burning]
pics=burning_??.png
clrkey_r=0
clrkey_g=0
clrkey_b=255
hot_spot_x=5
hot_spot_y=13


# The normal idle animation (non-directional)
[idle]
pics=idle_??.png
clrkey_r=0
clrkey_g=0
clrkey_b=255
hot_spot_x=5
hot_spot_y=13

# Walking empty-handed
[walk]
dirpics=walk_!!_??.png
clrkey_r=0
clrkey_g=0
clrkey_b=255
hot_spot_x=5
hot_spot_y=13

# Walking with a ware
[walkload]
dirpics=walkload_!!_??.png
clrkey_r=0
clrkey_g=0
clrkey_b=255
hot_spot_x=5
hot_spot_y=13
