;This is the file you're allowed to configure some features on your own taste.
[Statedef 9898]
type = S
anim = 9898

;=======================================================
;Run Gauge/Meter position
;=======================================================
;In case if you have different lifebars, you can reposition
;the Run Gauge/Meter to some different place. This gauge
;was made because I don't want to replace power bar's function
;with those of Run Gauge/Meter

[State 0, Run meter position X]
type = ParentVarSet
trigger1 = 1
var(0) = 3 ;<<< CHANGE THIS (HIGHER VALUE - MORE TO THE RIGHT)

[State 0, Run meter position Y]
type = ParentVarSet
trigger1 = 1
var(1) = 46 ;<<< CHANGE THIS (HIGHER VALUE - MORE TO THE BOTTOM)

;=======================================================
;DANGER text position
;=======================================================
;Same case as above, but for "DANGER" text instead

[State 0, DANGER position X]
type = ParentVarSet
trigger1 = 1
var(52) = 120 ;<<< CHANGE THIS (HIGHER VALUE - MORE TO THE RIGHT)

[State 0, DANGER position Y]
type = ParentVarSet
trigger1 = 1
var(53) = 40 ;<<< CHANGE THIS (HIGHER VALUE - MORE TO THE BOTTOM)

;=======================================================
;Movelist
;=======================================================
;If you are really bad at remembering the move inputs,
;usually finishers, you can enable the movelist, which
;can be opened by pressing "START" button, similar to
;OMEGAPSYCHO's and Pneophen's creations (including
;Juano16's creations, which are based on Pneophen's
;Sub-Zero), albeit it works more like the former guy's
;creations (as the latter's Movelist can be opened ONLY
;during intro animation)

[State 0, Movelist]
type = ParentVarSet
trigger1 = 1
var(14) = 1 ;<<< CHANGE THIS (0 TO DISABLE, 1 TO ENABLE)

;=======================================================
;Female character detection - OMEGAPSYCHO-style
;=======================================================
;If the character in question lacks dummy animation
;for female characters (8055002), you can put your female
;character's name here
[State 0, If it's female]
type = ParentVarSet
;DON'T TOUCH ANYTHING HERE BELOW
trigger1 = enemynear,selfanimexist(8055002) = 1 ;Returns true if the opponent in question has a special trait
trigger2 = enemynear,name = "KITANA MK2" ;or if the opponnent is OMEGAPSYCHO's MK2 Kitana...
trigger3 = enemynear,name = "JADE MK2" ;...MK2 Jade...
trigger4 = enemynear,name = "MILEENA MK2" ;...MK2 Mileena...
trigger5 = enemynear,name = "KHAMELEON MK2" ;...MK2 Khameleon (actually debuted in N64 MKT but still noteworthy)...
trigger6 = enemynear,name = "SONYA MK1" ;...MK1 Sonya Blade...
trigger7 = enemynear,name = "juano`s kit girl" ;...UMK3 Female Ninjas by juano...
trigger8 = enemynear,name = "sheeva" ;...nyo's Sheeva (the only known Sheeva to exist in MUGEN (not MKP) so far)...
trigger9 = enemynear,name = "Leo Kliesen" ;...or Leo Kliesen from Tekken (so far I only know about Fiction Fight version of Leo)
;DON'T TOUCH ANYTHING HERE ABOVE
;--------------------------------------------------------------
;ADD MORE FEMALE CHARACTER NAMES (NOT DISPLAYNAMES!) BELOW
trigger10 = enemynear,name = "_____"
trigger11 = enemynear,name = "_____"
trigger12 = enemynear,name = "_____"
trigger13 = enemynear,name = "_____"
trigger14 = enemynear,name = "_____"
trigger15 = enemynear,name = "_____"
trigger16 = enemynear,name = "_____"
trigger17 = enemynear,name = "_____"
trigger18 = enemynear,name = "_____"
trigger19 = enemynear,name = "_____"
trigger20 = enemynear,name = "_____"
trigger21 = enemynear,name = "_____"
trigger22 = enemynear,name = "_____"
trigger23 = enemynear,name = "_____"
trigger24 = enemynear,name = "_____"
trigger25 = enemynear,name = "_____"
trigger26 = enemynear,name = "_____"
trigger27 = enemynear,name = "_____"
trigger28 = enemynear,name = "_____"
trigger29 = enemynear,name = "_____"
trigger30 = enemynear,name = "_____"
trigger31 = enemynear,name = "_____"
trigger32 = enemynear,name = "_____"
trigger33 = enemynear,name = "_____"
trigger34 = enemynear,name = "_____"
trigger35 = enemynear,name = "_____"
trigger36 = enemynear,name = "_____"
trigger37 = enemynear,name = "_____"
trigger38 = enemynear,name = "_____"
trigger39 = enemynear,name = "_____"
trigger40 = enemynear,name = "_____"
trigger41 = enemynear,name = "_____"
trigger42 = enemynear,name = "_____"
trigger43 = enemynear,name = "_____"
trigger44 = enemynear,name = "_____"
trigger45 = enemynear,name = "_____"
trigger46 = enemynear,name = "_____"
trigger47 = enemynear,name = "_____"
trigger48 = enemynear,name = "_____"
trigger49 = enemynear,name = "_____"
trigger50 = enemynear,name = "_____"
trigger51 = enemynear,name = "_____"
trigger52 = enemynear,name = "_____"
trigger53 = enemynear,name = "_____"
trigger54 = enemynear,name = "_____"
trigger55 = enemynear,name = "_____"
trigger56 = enemynear,name = "_____"
trigger57 = enemynear,name = "_____"
trigger58 = enemynear,name = "_____"
trigger59 = enemynear,name = "_____"
trigger60 = enemynear,name = "_____"
trigger61 = enemynear,name = "_____"
trigger62 = enemynear,name = "_____"
trigger63 = enemynear,name = "_____"
trigger64 = enemynear,name = "_____"
trigger65 = enemynear,name = "_____"
trigger66 = enemynear,name = "_____"
trigger67 = enemynear,name = "_____"
trigger68 = enemynear,name = "_____"
trigger69 = enemynear,name = "_____"
trigger70 = enemynear,name = "_____"
trigger71 = enemynear,name = "_____"
trigger72 = enemynear,name = "_____"
trigger73 = enemynear,name = "_____"
trigger74 = enemynear,name = "_____"
trigger75 = enemynear,name = "_____"
trigger76 = enemynear,name = "_____"
trigger77 = enemynear,name = "_____"
trigger78 = enemynear,name = "_____"
trigger79 = enemynear,name = "_____"
trigger80 = enemynear,name = "_____"
trigger81 = enemynear,name = "_____"
trigger82 = enemynear,name = "_____"
trigger83 = enemynear,name = "_____"
trigger84 = enemynear,name = "_____"
trigger85 = enemynear,name = "_____"
;ADD MORE FEMALE CHARACTER NAMES (NOT DISPLAYNAMES!) ABOVE
;--------------------------------------------------------------
var(3) = 1

[State 0, DestroySelf]
type = DestroySelf
trigger1 = time = 2
