;----------------------------CVG TEMPLATE-------------------------------------------
;VARIABLES
;-----------------------------------------------------------------------------------
;var(0) -statedef -1 Artificial Intelligence
;var(2) -Guard Crush Feature
;var(18) -K.O sounds
;var(25) -Invisibility
;var(48) -Combos for Artificial Intelligence
;----------------------------------------------------------------------------------
;----------------------------------------------------------------------------------
;----------------------------------------------------------------------------------

[Data]
;Amount of life to start with
life = 1000
;attack power (more is stronger)
attack = 100
;defensive power (more is stronger)
defence = 100
;Percentage to increase defense everytime player is knocked down
fall.defence_up = 50
;Time which player lies down for, before getting up
liedown.time = 50
;Number of points for juggling
airjuggle = 15
;Default hit spark number for HitDefs
sparkno = 2
;Default guard spark number
guard.sparkno = s8001
;1 to enable echo on KO
KO.echo = 0
;Volume offset (negative for softer)
volume = 255
;Variables with this index and above will not have their values
;reset to 0 between rounds or matches. There are 60 int variables,
;indexed from 0 to 59, and 40 float variables, indexed from 0 to 39.
;If omitted, then it defaults to 60 and 40 for integer and float
;variables repectively, meaning that none are persistent, i.e. all
;are reset. If you want your variables to persist between matches,
;you need to override state 5900 from common1.cns.
IntPersistIndex = 50
FloatPersistIndex = 20

[Size]
xscale = 1 ;Horizontal scaling factor.
yscale = 1 ;Vertical scaling factor.
ground.back = 20 ;Player width (back, ground)
ground.front = 20 ;Player width (front, ground)
air.back = 18  ;Player width (back, air)
air.front = 22 ;Player width (front, air)
height = 60  ;Height of player (for opponent to jump over)
attack.dist = 160   ;Default attack distance
attack.width = 4,4  ;Default attack width
proj.dist = 90  ;Default attack distance for projectiles
proj.attack.dist = 90 ;Default projectiles attack distance
proj.doscale = ;0 Set to 1 to scale projectiles too
head.pos = 1, -83 ;Approximate position of head
mid.pos = 1, -53  ;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)

[Velocity]
walk.fwd = 2.9  ;Walk forward
walk.back = -2.5  ;Walk backward
run.fwd = 7     ;Run forward (x, y)
run.back = -6,-3 ;Hop backward (x, y)
jump.neu = 0,-9.0 ;Neutral jumping velocity (x, y)
jump.back = -3.7  ;Jump back Speed (x, y)
jump.fwd = 3.2   ;Jump forward Speed (x, y)
runjump.fwd = 6.4
runjump.back = -4.4
airjump.neu = 0, -8.9
airjump.fwd = 2.5 ;Air jump speeds (opt)
airjump.back = -2.55

[Movement]
airjump.num = 1  ;Number of air jumps allowed (opt)
airjump.height = 35 ;Minimum distance from ground before you can air jump (opt)
yaccel = .41 ;Vertical acceleration
stand.friction = .80 ;Friction coefficient when standing
crouch.friction = .80 ;Friction coefficient when crouching
air.friction = .80  ;Friction coefficient when air



; END
