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diff --git a/Assets/Additional Mobs/Kevin Iglesias/SkeletonOutlaw/Animations/SkeletonOutlaw@Attack02.anim b/Assets/Additional Mobs/Kevin Iglesias/SkeletonOutlaw/Animations/SkeletonOutlaw@Attack02.anim
new file mode 100644
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--- /dev/null
+++ b/Assets/Additional Mobs/Kevin Iglesias/SkeletonOutlaw/Animations/SkeletonOutlaw@Attack02.anim	
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new file mode 100644
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index 480d9738743dd9afb1597e714f15033e59f41d23..d0963ffd3baeaa31b09f0ee6b2f9635e02f05824 100644
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+    weight: 8
     rate: 5
   - name: 4
     enemyPool:
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diff --git a/Assets/Scripts/Enemy/Projectile.cs b/Assets/Scripts/Enemy/Projectile.cs
new file mode 100644
index 0000000000000000000000000000000000000000..bf9ba0da516dd6b7baaa6a9f95edfbfb222c17fe
--- /dev/null
+++ b/Assets/Scripts/Enemy/Projectile.cs
@@ -0,0 +1,111 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class Projectile : MonoBehaviour
+{
+    [SerializeField] float projectileSpeed = 500f;
+    public float timeBetweenAttacks = 0.5f;
+    public int attackDamage = 10;
+    public float sinkSpeed = 2.5f;
+
+    private Rigidbody rb;
+    Animator anim;
+    PlayerHealth playerHealth;
+    EnemyHealth enemyHealth;
+    float timer;
+    GameObject player;
+    bool isSinking;
+    bool playerInRange;
+    int floorMask;
+
+    private void Start()
+    {
+        //Mencari game object dengan tag "Player"
+        player = GameObject.FindGameObjectWithTag("Player");
+        anim = GetComponent<Animator>();
+
+        //mendapatkan komponen player health
+        playerHealth = player.GetComponent<PlayerHealth>();
+        rb = GetComponent<Rigidbody>();
+
+        floorMask = LayerMask.GetMask("Floor");
+
+        Impulse();
+       
+    }
+
+    // Update is called once per frame
+    private void Impulse()
+    {
+        rb.AddForce(transform.forward * projectileSpeed, ForceMode.Impulse);
+        //transform.Translate(new Vector3(0f, 0f, projectileSpeed * Time.deltaTime));
+    }
+
+    void Attack()
+    {
+        //Reset timer
+        timer = 0f;
+
+        //Taking Damage
+        if (playerHealth.currentHealth > 0)
+        {
+            playerHealth.TakeDamage(attackDamage);
+        }
+    }
+
+    //Callback jika ada suatu object masuk kedalam trigger
+    void OnTriggerEnter(Collider other)
+    {
+        //Set player in range
+        if (other.gameObject == player)
+        {
+            playerInRange = true;
+        }
+    }
+
+    //Callback jika ada object yang keluar dari trigger
+    void OnTriggerExit(Collider other)
+    {
+        //Set player not in range
+        if (other.gameObject == player)
+        {
+            playerInRange = false;
+        }
+    }
+
+
+    void Update()
+    {
+        timer += Time.deltaTime;
+
+        if (timer >= timeBetweenAttacks && playerInRange /*&& enemyHealth.currentHealth > 0*/)
+        {
+            bool Hit = Physics.Raycast(transform.position, transform.forward, 13f, LayerMask.GetMask("Floor"));
+            if (Hit)
+            {
+                Attack();
+                Destroy(gameObject);
+            }
+        }
+        else
+        {
+            transform.Translate(-Vector3.up * sinkSpeed * Time.deltaTime);
+            Destroy(gameObject,0.8f);
+        }
+        
+        
+    }
+
+    //private void FixedUpdate()
+    //{
+    //    if (playerInRange)
+    //    {
+    //        Debug.Log("Fixed update kepanggil");
+    //        rb.velocity = Vector3.zero;
+    //    }
+    //}
+
+}
+
+
diff --git a/Assets/Scripts/Enemy/Projectile.cs.meta b/Assets/Scripts/Enemy/Projectile.cs.meta
new file mode 100644
index 0000000000000000000000000000000000000000..aa5f3142bab82de1bacc75cd5a934ee8e8b2294e
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+++ b/Assets/Scripts/Enemy/Projectile.cs.meta
@@ -0,0 +1,11 @@
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diff --git a/Assets/Scripts/Enemy/SkeletonAttack.cs b/Assets/Scripts/Enemy/SkeletonAttack.cs
new file mode 100644
index 0000000000000000000000000000000000000000..f2de1721322c977de21e6b07db49e935440cefd0
--- /dev/null
+++ b/Assets/Scripts/Enemy/SkeletonAttack.cs
@@ -0,0 +1,21 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class SkeletonAttack : MonoBehaviour
+{
+    [SerializeField] GameObject projectile;
+    [SerializeField] float rateOfFire = 5f;
+
+    
+    public float GetRateOfFire()
+    {
+        return rateOfFire;
+    }
+
+    public void Fire()
+    {
+        Instantiate(projectile, transform.position, transform.rotation);
+    }
+
+}
diff --git a/Assets/Scripts/Enemy/SkeletonAttack.cs.meta b/Assets/Scripts/Enemy/SkeletonAttack.cs.meta
new file mode 100644
index 0000000000000000000000000000000000000000..9a4ac7cbada3091f3c058717b227378a4ad53049
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diff --git a/Assets/Scripts/Enemy/SkeletonHealth.cs b/Assets/Scripts/Enemy/SkeletonHealth.cs
new file mode 100644
index 0000000000000000000000000000000000000000..58837a348bff7f28f83ad8e24e548c2559b1017a
--- /dev/null
+++ b/Assets/Scripts/Enemy/SkeletonHealth.cs
@@ -0,0 +1,80 @@
+using UnityEngine;
+
+public class SkeletonHealth : MonoBehaviour
+{
+    public int startingHealth = 100;
+    public int currentHealth;
+    public float sinkSpeed = 2.5f;
+    public int scoreValue = 10;
+    public AudioClip deathClip;
+
+
+    Animator anim;
+    AudioSource enemyAudio;
+    ParticleSystem hitParticles;
+    CapsuleCollider capsuleCollider;
+    bool isDead;
+    bool isSinking;
+
+
+    void Awake()
+    {
+        anim = GetComponent<Animator>();
+        enemyAudio = GetComponent<AudioSource>();
+        hitParticles = GetComponentInChildren<ParticleSystem>();
+        capsuleCollider = GetComponent<CapsuleCollider>();
+
+        currentHealth = startingHealth;
+    }
+
+
+    void Update()
+    {
+        if (isSinking)
+        {
+            transform.Translate(-Vector3.up * sinkSpeed * Time.deltaTime);
+        }
+    }
+
+
+    public void TakeDamage(int amount, Vector3 hitPoint)
+    {
+        if (isDead)
+            return;
+
+        enemyAudio.Play();
+
+        currentHealth -= amount;
+
+        hitParticles.transform.position = hitPoint;
+        hitParticles.Play();
+
+        if (currentHealth <= 0)
+        {
+            Death();
+        }
+    }
+
+
+    void Death()
+    {
+        isDead = true;
+
+        capsuleCollider.isTrigger = true;
+
+        anim.SetTrigger("Dead");
+
+        enemyAudio.clip = deathClip;
+        enemyAudio.Play();
+    }
+
+
+    public void StartSinking()
+    {
+        GetComponent<UnityEngine.AI.NavMeshAgent>().enabled = false;
+        GetComponent<Rigidbody>().isKinematic = true;
+        isSinking = true;
+        ScoreManager.score += scoreValue;
+        Destroy(gameObject, 2f);
+    }
+}
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new file mode 100644
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diff --git a/Assets/Scripts/Enemy/SkeletonMovement.cs b/Assets/Scripts/Enemy/SkeletonMovement.cs
new file mode 100644
index 0000000000000000000000000000000000000000..0d91dcd7b01aba0ad7bd3ebcacf51177cbe8fae9
--- /dev/null
+++ b/Assets/Scripts/Enemy/SkeletonMovement.cs
@@ -0,0 +1,67 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class SkeletonMovement : MonoBehaviour
+{
+    [SerializeField] float skeletonRange = 13f;
+    [SerializeField] float skeletonRotationSpeed = 5f;
+
+    private Transform playerTransform;
+    private SkeletonAttack currentAttack;
+    private float fireRate;
+    private float fireRateDelta;
+    PlayerHealth playerHealth;
+    GameObject player;
+    EnemyHealth enemyHealth;
+    bool isDead;
+    Animator anim;
+    bool playerInRange;
+
+    // Start is called before the first frame update
+    void Start()
+    {
+        playerTransform = FindObjectOfType<PlayerMovement>().transform;
+        currentAttack = GetComponentInChildren<SkeletonAttack>();
+        fireRate = currentAttack.GetRateOfFire();
+        player = GameObject.FindGameObjectWithTag("Player");
+        playerHealth = player.GetComponent<PlayerHealth>();
+        enemyHealth = GetComponent<EnemyHealth>();
+        anim = GetComponent<Animator>();
+    }
+
+    // Update is called once per frame
+    void Update()
+    {
+        if (!isDead)
+        {
+            Vector3 playerGroundpos = new Vector3(playerTransform.position.x, transform.position.y, playerTransform.position.z);
+
+            if (Vector3.Distance(transform.position, playerGroundpos) > skeletonRange)
+            {
+                anim.SetBool("PlayerInRange", false);
+            }
+            else
+            {
+                Vector3 playerDirection = playerGroundpos - transform.position;
+                float skeletonRotationStep = skeletonRotationSpeed * Time.deltaTime;
+                Vector3 newLookDirection = Vector3.RotateTowards(transform.forward, playerDirection, skeletonRotationStep, 0f);
+                transform.rotation = Quaternion.LookRotation(newLookDirection);
+                fireRateDelta -= Time.deltaTime;
+
+                if (fireRateDelta <= 0 && playerHealth.currentHealth > 0 && enemyHealth.currentHealth > 0)
+                {
+                    currentAttack.Fire();
+                    anim.SetBool("PlayerInRange", true);
+                    fireRateDelta = fireRate;
+                }
+            }
+            
+        }
+    }
+
+    private void OnDrawGizmosSelected()
+    {
+        Gizmos.DrawWireSphere(transform.position, skeletonRange);
+    }
+}
diff --git a/Assets/Scripts/Enemy/SkeletonMovement.cs.meta b/Assets/Scripts/Enemy/SkeletonMovement.cs.meta
new file mode 100644
index 0000000000000000000000000000000000000000..3d251b0e0bc2d150b7eab778031839dd663c8fb2
--- /dev/null
+++ b/Assets/Scripts/Enemy/SkeletonMovement.cs.meta
@@ -0,0 +1,11 @@
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