
[Data]
life = 800;hp 800
attack = 110
defence = 80; 80
power = 5000
fall.defence_up = 50
liedown.time = 60
airjuggle = 9999
sparkno = 2
guard.sparkno = 40
KO.echo = 0
IntPersistIndex = 60
FloatPersistIndex = 40

[Size]
xscale = .333          ;Horizontal scaling factor.
yscale = .333         ;Vertical scaling factor.
ground.back = 30     ;Player width (back, ground)
ground.front = 30    ;Player width (front, ground)
air.back = 48        ;Player width (back, air)
air.front = 48       ;Player width (front, air)
height = 140         ;Height of player (for opponent to jump over)
attack.dist = 200    ;Default attack distance
proj.attack.dist = 360 ;Default attack distance for projectiles
proj.doscale = 0     ;Set to 1 to scale projectiles too
head.pos = 0, -130;-360 ;Approximate position of head
mid.pos = 0, -90;-240  ;Approximate position of midsection
shadowoffset = 0     ;Number of pixels to vertically offset the shadow
draw.offset = 0,0    ;Player drawing offset in pixels (x, y). Recommended 0,0

[Velocity]
walk.fwd  = 4;4.4      ;Walk forward
walk.back = -3.5;-3.8     ;Walk backward
run.fwd  = 15;25, 0   ;Run forward (x, y)
run.back =-10,-6 ;-25,-15.2 ;Hop backward (x, y)
jump.neu = 0,-10; 0,-16   ;Neutral jumping velocity (x, y)
jump.back = -5,-6;-5,-8;Jump back Speed (x, y)
jump.fwd = 6,-12;6,-10   ;Jump forward Speed (x, y)
runjump.back = -8,-13 ;Running jump speeds (opt)
runjump.fwd = 10,-8    ;.
airjump.neu = 1,-10     ;.
airjump.back = -6      ;Air jump speeds (opt)
airjump.fwd = 6          ;.
air.gethit.groundrecover = -.6,-14    ;Velocity for ground recovery state (x, y) **MUGEN 1.0**
air.gethit.airrecover.mul = .5,.2     ;Multiplier for air recovery velocity (x, y) **MUGEN 1.0**
air.gethit.airrecover.add = 0,-18     ;Velocity offset for air recovery (x, y) **MUGEN 1.0**
air.gethit.airrecover.back = -4       ;Extra x-velocity for holding back during air recovery **MUGEN 1.0**
air.gethit.airrecover.fwd = 0         ;Extra x-velocity for holding forward during air recovery **MUGEN 1.0**
air.gethit.airrecover.up = -8         ;Extra y-velocity for holding up during air recovery **MUGEN 1.0**
air.gethit.airrecover.down = 6        ;Extra y-velocity for holding down during air recovery **MUGEN 1.0**

[Movement]
;airjump.num = 1      ;Number of air jumps allowed (opt)
;airjump.height = 140 ;Minimum distance from ground before you can air jump (opt)
;yaccel = .75;1.76         ;Vertical acceleration
;stand.friction = .20;.85  ;Friction coefficient when standing
;crouch.friction = .20;.82 ;Friction coefficient when crouching
;stand.friction.threshold = 2          ;If player's speed drops below this threshold while standing, stop his movement **MUGEN 1.0**
;crouch.friction.threshold = .2        ;If player's speed drops below this threshold while crouching, stop his movement **MUGEN 1.0**
;air.gethit.groundlevel = -5          ;Y-position at which a falling player is considered to hit the ground **MUGEN 1.0**
;air.gethit.groundrecover.ground.threshold = -80 ;Y-position below which falling player can use the recovery command **MUGEN 1.0**
;air.gethit.groundrecover.groundlevel = -5   ;Y-position at which player in the ground recovery state touches the ground **MUGEN 1.0**
;air.gethit.airrecover.threshold = -4  ;Y-velocity above which player may use the air recovery command **MUGEN 1.0**
;air.gethit.airrecover.yaccel = 1.4    ;Vertical acceleration for player in the air recovery state **MUGEN 1.0**
;air.gethit.trip.groundlevel = -5      ;Y-position at which player in the tripped state touches the ground **MUGEN 1.0**
;down.bounce.offset = 0, 80            ;Offset for player bouncing off the ground (x, y) **MUGEN 1.0**
;down.bounce.yaccel = 1.6              ;Vertical acceleration for player bouncing off the ground **MUGEN 1.0**
;down.bounce.groundlevel = 48          ;Y-position at which player bouncing off the ground touches the ground again **MUGEN 1.0**
;down.friction.threshold = .2          ;If the player's speed drops below this threshold while lying down, stop his movement **MUGEN 1.0**

airjump.num = 0
airjump.height = 0
yaccel = 0.45
stand.friction = 0.85
crouch.friction = 0.82
stand.friction.threshold = 1.0
crouch.friction.threshold = 1.0
air.gethit.groundlevel = 25
air.gethit.groundrecover.ground.threshold = -20
air.gethit.groundrecover.groundlevel = 10
air.gethit.airrecover.threshold = -1
air.gethit.airrecover.yaccel = 0.35
air.gethit.trip.groundlevel = 15
down.bounce.offset = 0, 20
down.bounce.yaccel = 0.4
down.bounce.groundlevel = 12
down.friction.threshold = 0.05




;Default language victory quotes **MUGEN 1.0**
;The default language victory quotes must be implemented in English.
[Quotes]
; Up to 100 victory quotes can be specified per language (victory0 - victory99)
;text is different because it's from a different dimension (aka text is backwards)
victory1 = "How Pathetic!"
victory2 = "How Boring..."
victory3 = "Pheroche!!!"
victory4 = "Look at you. Completely broken. That was fun..."
victory5 = "Ugh, this world is infested with dirty humans"
victory6 = "I'll need a bath after playing with dirty animals like you"
victory7 = "Do you like being stepped on?" 

;Alternate language victory quotes (optional).
;0 or more alternate language sections may be added, preceded by the
;ISO 639-1 code followed by a ".", e.g. "[ja.Quotes]".
;See language setting in mugen.cfg.

;---------------------------------------------------------------------------
; Variable usage:
; This is a record of the variables that KFM uses. Keeping a record of your
; variable usage helps you avoid careless mistakes later.
; var(1)  - Used in kfm.cmd for combo condition (updated every tick)
; var(2)  - Used in Kung Fu Throw (state 800) to remember if fwd was being
;           held (remembered from state 800 through state 810).




;==================< INITIALIZE >========================================

;Initialize Start Round
[Statedef 5900]
type = S



;==========================================================================
 
[state 5900, Reset Variables]
type = varrangeset
trigger1 = !roundsexisted && matchno = 1
value = 0
[state 5900, Reset Variables]
type = varrangeset
trigger1 = !roundsexisted && matchno = 1
fvalue = 0

;___________________________________________________________________________

;CUSTOM COMBO / MAX MODE SELECT
[State 5900, Custom Combo / Max Mode Select]
type = VarSet
trigger1 = 1
var(54) = 1
ignoreHitPause = 1
;0 = custom combo
;1 = max mode
;___________________________________________________________________________


[State 5900, Turns Intro]
type = ChangeState
trigger1 = TeamMode = Turns
trigger1 = !RoundsExisted && RoundNo >= 2
value = 190

[State 5900, Intro Decider]
type = ChangeState
trigger1 = RoundNo = 1
value = 190

[State 5900, End]
type = ChangeState
trigger1 = 1
value = 0


;------------------------------------------------------------------------------------------------------Solar Meter Bar-----------------------------------------





