;-------------------------------------------------------------------------------------
; Use this file to customise some aspects of this character.
; Don't change anything unless it's stated otherwise! This might break the character.
;-------------------------------------------------------------------------------------

[Statedef 5900]
type = S
[State 5900]
type = VarRangeSet
trigger1 = roundsexisted = 0
value = 0
[State 5900]
type = VarRangeSet
trigger1 = roundsexisted = 0
fvalue = 0

;==================================================================
[State 5900, Energy gain multiplier (default is 0.72)]
type = VarSet
trigger1 = 1
fvar(1) = 0.72	;<--this is energy gauge fill rate multiplier
			;change it to increase/decrease energy gain in battle

[State 5900, Double attack inputs for movement (default is 1)]
type = VarSet
trigger1 = 1
var(51) = 1	;<--set this value to 0/1 to disable/enable the usage of double attack inputs for movement
		;e.g. PP for running, KK for superjump

[State 5900, Eyecatch intro (default is 1)]
type = VarSet
trigger1 = 1
var(54) = 1	;<--set this value to 0/1 to disable/enable eyecatch-styled intro

[State 5900, Special KO effects (default is 1)]
type = VarSet
trigger1 = 1
var(52) = 1	;<--set this value to 0/1 to disable/enable special effects when an opponent is KOed

[State 5900, Scaling effects (default is 0.75)]
type = VarSet
trigger1 = 1
fvar(32) = 0.75	;<--scaling effects strenght
			;change it to increase/decrease 'stretching' effect for character sprites during some moves

[State 5900, Supermove music volume (default is 80)]
type = VarSet
trigger1 = 1
var(55) = 80	;<--set this value to 1-100 to change the volume of music theme during supermoves
		;you can also set it to 0 to keep playing stage music during supermoves

[State 5900, Additional input buffer frames (default is 6)]
type = VarSet
trigger1 = 1
var(56) = 6	;<--change this value to increase/decrease command buffer time for complex inputs.
		;setting value to 0 also turns off built-in buffers for simple inputs during some moves.

[State 5900, First attack (default is 1)]
type = VarSet
trigger1 = 1
var(40) = 1	;<--set this value to 0/1 to disable/enable first attack advantage 

[State 5900, Dash cancel (default is 1)]
type = VarSet
trigger1 = 1
var(57) = 1	;<--set this value to 0/1 to disable/enable attack and guard cancel using dash and superjump.

[State 5900, Projectile limit (default is 1)]
type = VarSet
trigger1 = 1
var(53) = 1	;<--set this value to 0/1 to disable/enable the limit of active projectiles for character.
		; EX Cancels and Supers will ignore this limit regardless.
		; Disabling projectile limit might also cause bugs...

[State 5900, Rolling Heart Vibration duration (default is 575)]
type = VarSet
trigger1 = !var(58)
persistent = 0
var(58) = 575 ;<--here you can change Rolling Heart Vibration supermove duartion (in frames)
;==================================================================

[State 5900]
type = RemapPal
trigger1 = 1
source = 1,1
dest = 1,palno
[State 5900]
type = RemapPal
trigger1 = 1
source = 7520,1
dest = 7520,palno
[State 5900]
type = RemapPal
trigger1 = 1
source = 8100,1
dest = 8100,palno
[State 5900]
type = VarSet
trigger1 = 1
var(8) = 85*(palno=1)+30*(palno=2)+20*(palno=3)+80*(palno=4)+100*(palno=5)+85*(palno=6)
[State 5900]
type = VarSet
trigger1 = 1
var(9) = 85*(palno=1)+85*(palno=2)+100*(palno=3)+90*(palno=4)+40*(palno=5)+20*(palno=6)
[State 5900]
type = VarSet
trigger1 = 1
var(10) = 10*(palno=1)+115*(palno=2)+55*(palno=3)+30*(palno=4)+20*(palno=5)+115*(palno=6)
[State 5900]
type = VarSet
trigger1 = numenemy>0
var(22) = enemy(0),ID+0*(var(23):=-9999)
[State 5900]
type = VarSet
trigger1 = numenemy>1
var(23) = enemy(1),ID
[State 5900]
type = VarSet
trigger1 = numpartner
trigger2 = enemynear,numpartner
var(40) = 0
[State 5900]
type = VarSet
trigger1 = 1
fvar(30) = Const240p(320)+0*(fvar(31):=gameheight/gamewidth*Const240p(320))
[State 5900]
type = ChangeState
trigger1 = roundno = 1
trigger2 = roundsexisted = 0
trigger2 = teammode = Turns
trigger2 = roundno>0
value = 190
[State 5900]
type = ChangeState
trigger1 = 1
value = 0