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First time using Github, messed up #68

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#######################################################
#07 helm_ax1 Lord Axe
#
#When importing to FEditorAdv delete # and after each line.
#######################################################
/// - Mode 1 #Melee Animation
C03 #Start attack animation; need 07 right after this.
C07 #Start attack animation; need 03 right before this.
3 p- helm_ax1_000.png
3 p- helm_ax1_001.png
3 p- helm_ax1_002.png
C25 #Play wing flap SFE
3 p- helm_ax1_003.png
3 p- helm_ax1_004.png
3 p- helm_ax1_005.png
3 p- helm_ax1_006.png
3 p- helm_ax1_007.png
3 p- helm_ax1_008.png
C04 #Prepare HP depletion routine; needed to animate return to standing frame after hit; Magic only.
C43 #Play weapon stance SFE (Clicking noise)
3 p- helm_ax1_009.png
6 p- helm_ax1_010.png
3 p- helm_ax1_011.png
3 p- helm_ax1_012.png
C20 #Play hit SFE (sounds like Knight Lord with Durandal's hit)
3 p- helm_ax1_013.png
3 p- helm_ax1_014.png
C34 #Play heavy stepping SFE
C1A #Normal hit
C01 #NOP
2 p- helm_ax1_015.png
1 p- helm_ax1_016.png
3 p- helm_ax1_017.png
C24 #Play sword slashing air SFE
3 p- helm_ax1_018.png
3 p- helm_ax1_019.png
C06 #Begin opponent's turn after hit.next code 0D.
3 p- helm_ax1_020.png
1 p- helm_ax1_000.png
C0D #End of dodge animation. preceeded by 0x06
~~~
/// - Mode 3 #Melee Critical Animation
C03 #Start attack animation; need 07 right after this.
C07 #Start attack animation; need 03 right before this.
1 p- helm_ax1_000.png
2 p- helm_ax1_021.png
3 p- helm_ax1_022.png
3 p- helm_ax1_023.png
3 p- helm_ax1_024.png
3 p- helm_ax1_025.png
C43 #Play weapon stance SFE (Clicking noise)
2 p- helm_ax1_026.png
3 p- helm_ax1_027.png
3 p- helm_ax1_028.png
3 p- helm_ax1_029.png
3 p- helm_ax1_030.png
SF7 #Sound 247 SE:Fire spell hitting
3 p- helm_ax1_031.png
3 p- helm_ax1_032.png
SBF #Sound 191 SE:Fire tile
3 p- helm_ax1_033.png
3 p- helm_ax1_034.png
4 p- helm_ax1_035.png
5 p- helm_ax1_036.png
5 p- helm_ax1_037.png
5 p- helm_ax1_038.png
5 p- helm_ax1_039.png
5 p- helm_ax1_040.png
5 p- helm_ax1_041.png
4 p- helm_ax1_042.png
4 p- helm_ax1_043.png
4 p- helm_ax1_044.png
3 p- helm_ax1_045.png
3 p- helm_ax1_046.png
C1F #Play hit SFE (sounds like Eliwood with sword's hit)
3 p- helm_ax1_047.png
3 p- helm_ax1_048.png
C20 #Play hit SFE (sounds like Knight Lord with Durandal's hit)
3 p- helm_ax1_049.png
3 p- helm_ax1_050.png
C1F #Play hit SFE (sounds like Eliwood with sword's hit)
3 p- helm_ax1_051.png
3 p- helm_ax1_052.png
C20 #Play hit SFE (sounds like Knight Lord with Durandal's hit)
3 p- helm_ax1_053.png
4 p- helm_ax1_054.png
C1F #Play hit SFE (sounds like Eliwood with sword's hit)
2 p- helm_ax1_055.png
C20 #Play hit SFE (sounds like Knight Lord with Durandal's hit)
2 p- helm_ax1_056.png
3 p- helm_ax1_057.png
C04 #Prepare HP depletion routine; needed to animate return to standing frame after hit; Magic only.
4 p- helm_ax1_058.png
C22 #Play short sword swinging SFE
3 p- helm_ax1_059.png
C23 #Play shorter sword swinging SFE
3 p- helm_ax1_060.png
C22 #Play short sword swinging SFE
3 p- helm_ax1_060.png
C23 #Play shorter sword swinging SFE
3 p- helm_ax1_061.png
C22 #Play short sword swinging SFE
3 p- helm_ax1_059.png
C23 #Play shorter sword swinging SFE
3 p- helm_ax1_060.png
C22 #Play short sword swinging SFE
4 p- helm_ax1_062.png
C43 #Play weapon stance SFE (Clicking noise)
4 p- helm_ax1_063.png
4 p- helm_ax1_064.png
C21 #Play hit SFE (sounds like Knight Lord with sword's hit)
3 p- helm_ax1_065.png
C0C #Critical hit
4 p- helm_ax1_066.png
C01 #NOP
3 p- helm_ax1_067.png
3 p- helm_ax1_068.png
3 p- helm_ax1_069.png
4 p- helm_ax1_070.png
5 p- helm_ax1_071.png
5 p- helm_ax1_072.png
C25 #Play wing flap SFE
2 p- helm_ax1_073.png
2 p- helm_ax1_074.png
2 p- helm_ax1_075.png
2 p- helm_ax1_076.png
2 p- helm_ax1_077.png
2 p- helm_ax1_078.png
C35 #Play longer wing flapping SFE
2 p- helm_ax1_079.png
2 p- helm_ax1_080.png
C34 #Play heavy stepping SFE
2 p- helm_ax1_081.png
2 p- helm_ax1_082.png
2 p- helm_ax1_083.png
2 p- helm_ax1_084.png
2 p- helm_ax1_085.png
2 p- helm_ax1_086.png
2 p- helm_ax1_087.png
2 p- helm_ax1_022.png
C06 #Begin opponent's turn after hit.next code 0D.
2 p- helm_ax1_021.png
C0D #End of dodge animation. preceeded by 0x06
~~~
/// - Mode 5 #Ranged Animation
C03 #Start attack animation; need 07 right after this.
C07 #Start attack animation; need 03 right before this.
3 p- helm_ax1_000.png
3 p- helm_ax1_088.png
3 p- helm_ax1_089.png
3 p- helm_ax1_090.png
3 p- helm_ax1_091.png
C22 #Play short sword swinging SFE
3 p- helm_ax1_092.png
3 p- helm_ax1_093.png
3 p- helm_ax1_094.png
C23 #Play shorter sword swinging SFE
3 p- helm_ax1_095.png
C23 #Play shorter sword swinging SFE
3 p- helm_ax1_096.png
C23 #Play shorter sword swinging SFE
3 p- helm_ax1_096.png
C23 #Play shorter sword swinging SFE
3 p- helm_ax1_095.png
C22 #Play short sword swinging SFE
C05 #Call spell associated with equipped weapon
3 p- helm_ax1_097.png
3 p- helm_ax1_098.png
C01 #NOP
3 p- helm_ax1_099.png
C22 #Play short sword swinging SFE
3 p- helm_ax1_100.png
3 p- helm_ax1_101.png
3 p- helm_ax1_102.png
C22 #Play short sword swinging SFE
3 p- helm_ax1_103.png
3 p- helm_ax1_090.png
3 p- helm_ax1_104.png
3 p- helm_ax1_089.png
C06 #Begin opponent's turn after hit.next code 0D.
3 p- helm_ax1_088.png
C0D #End of dodge animation. preceeded by 0x06
~~~
/// - Mode 6 #Ranged Critical Animation
C03 #Start attack animation; need 07 right after this.
C07 #Start attack animation; need 03 right before this.
3 p- helm_ax1_000.png
2 p- helm_ax1_021.png
3 p- helm_ax1_105.png
C43 #Play weapon stance SFE (Clicking noise)
3 p- helm_ax1_106.png
S96 #Sound 150 SE:Footsteps 4
3 p- helm_ax1_107.png
3 p- helm_ax1_108.png
3 p- helm_ax1_109.png
S97 #Sound 151 SE:Footsteps 5
3 p- helm_ax1_110.png
3 p- helm_ax1_111.png
3 p- helm_ax1_112.png
C05 #Call spell associated with equipped weapon
3 p- helm_ax1_113.png
3 p- helm_ax1_114.png
3 p- helm_ax1_115.png
3 p- helm_ax1_116.png
SAB #Sound 171 SE:Village destroyed
C0C #Critical hit
3 p- helm_ax1_117.png
C01 #NOP
3 p- helm_ax1_118.png
3 p- helm_ax1_119.png
C22 #Play short sword swinging SFE
3 p- helm_ax1_120.png
3 p- helm_ax1_121.png
3 p- helm_ax1_122.png
3 p- helm_ax1_123.png
3 p- helm_ax1_124.png
C06 #Begin opponent's turn after hit.next code 0D.
3 p- helm_ax1_125.png
3 p- helm_ax1_126.png
C0D #End of dodge animation. preceeded by 0x06
~~~
/// - Mode 7 #Dodge Melee Attack
C02 #Start of dodge
3 p- helm_ax1_000.png
C0E #Start of dodging frames (should go after standing frame and before dodging animation)
2 p- helm_ax1_127.png
2 p- helm_ax1_128.png
C01 #NOP
3 p- helm_ax1_129.png
3 p- helm_ax1_130.png
3 p- helm_ax1_131.png
3 p- helm_ax1_000.png
C0D #End of dodge animation. preceeded by 0x06
~~~
/// - Mode 8 #Dodge Ranged Attack
C02 #Start of dodge
3 p- helm_ax1_000.png
C0E #Start of dodging frames (should go after standing frame and before dodging animation)
2 p- helm_ax1_127.png
2 p- helm_ax1_128.png
C01 #NOP
3 p- helm_ax1_129.png
3 p- helm_ax1_130.png
3 p- helm_ax1_131.png
3 p- helm_ax1_000.png
C0D #End of dodge animation. preceeded by 0x06
~~~
/// - Mode 9 #Equiped with Melee Weapon
1 p- helm_ax1_000.png
C01 #NOP
~~~
/// - Mode 10 #Standing motions
1 p- helm_ax1_000.png
C01 #NOP
~~~
/// - Mode 11 #Equiped with Ranged weapon
1 p- helm_ax1_000.png
C01 #NOP
~~~
/// - Mode 12 #Attack Missed Animation
C03 #Start attack animation; need 07 right after this.
C07 #Start attack animation; need 03 right before this.
3 p- helm_ax1_000.png
3 p- helm_ax1_001.png
3 p- helm_ax1_002.png
C25 #Play wing flap SFE
3 p- helm_ax1_003.png
3 p- helm_ax1_004.png
3 p- helm_ax1_005.png
3 p- helm_ax1_006.png
3 p- helm_ax1_007.png
3 p- helm_ax1_008.png
C04 #Prepare HP depletion routine; needed to animate return to standing frame after hit; Magic only.
C43 #Play weapon stance SFE (Clicking noise)
3 p- helm_ax1_009.png
3 p- helm_ax1_010.png
3 p- helm_ax1_011.png
3 p- helm_ax1_012.png
C22 #Play short sword swinging SFE
3 p- helm_ax1_132.png
C34 #Play heavy stepping SFE
1 p- helm_ax1_133.png
C24 #Play sword slashing air SFE
2 p- helm_ax1_017.png
3 p- helm_ax1_018.png
3 p- helm_ax1_019.png
3 p- helm_ax1_020.png
C01 #NOP
C06 #Begin opponent's turn after hit.next code 0D.
1 p- helm_ax1_000.png
C0D #End of dodge animation. preceeded by 0x06
~~~
/// - End of animation