;===========================================================================
;Super Marvel vs. Capcom - Eternity of Heroes - Character Template Mugen 1.0
;Template by Acey
;www.infinitymugenteam.com
;===========================================================================

Super Marvel vs. Capcom - Eternity of Heroes is the first game project developed
by the Infinity Mugen Team. Originally released in 2007 the game contains over
100 playable characters from the Marvel and Capcom Universes.

Character Game play:

	General Gamplay:
	* Dash Forward: F,F
	* Dash Back: B,B
	* Super Jump: D,U
	* Push Guard: 2 Punches
	* Recovery Roll: Hold Forward or Back while recovering from lie down
	* Throw: Hold Forward or Back and Press HP or HK
	* Launcher: Crouch HP (can be changed to any normal ground attack)
	
	Default Specials:
	* D,DF,F, P = Special 1
	* D,DB,B, P = Special 2
	* D,DF,F, K = Special 3
	* D,DB,B, K = Special 4
	
	Default Hypers:
	* D,DF,F, 2 Punch = Hyper 1
	* D,DB,B, 2 Punch = Hyper 2
	* D,DF,F, 2 Kick  = Hyper 3
	* D,DB,B, 2 Kick  = Hyper 4
	
	Sprite Defaults:
	  0 ~ 199 	= Basic Animations
	  200 ~ 699 	= Normal Attacks   
	  700 ~ 999 	= Throw Animations
	  1000 ~ 2999 	= Special Attacks
	  3000 ~ 4999 	= Hyper Attack
	  > 5000 	= Special Use

Character Sprites:

	Mugen Portraits: 
	The EoH project uses Mugen Standars portraits
	* 9000, 0 = Small Portrait used for select screen and life bars.
	  25 x 25 pixles
	* 9000, 1 = Large Portrait used fpr select screen and versus
	  screen. 120 x 140 pixles
	* 9003, 0 = Lifebar Portrait 48 x 46 pixles.
	* 9005, 0 = Small Lifebar Portrait. 19 x 16 pixles

	Get Hit Sprites:
	Sprite Group 5000 through 5300 are used for the Mugen Required "Get
	Hit" Sprites. These are already installed in the template and can
	simply be replaced and realigned with the new character sprites.
	
	Shared FX Explodes:
	For each [explode] in your character, set the [anim = ] to the
	desired effect below. For fuctionality with the EoH screen pack add
	"f" to the front of the animation number (e.g. anim = f7020).
	By default these FX are in the template so the character can be
	released seprately.

	7020 = Push Guard
	1080 = Hyper Portrait
	2222 = Dash FX
	4444 = Launcher Circle (Left Portion)
	4445 = Launcher Circle (Right Portion)
	4532 = Hyper Attack Start Flash
	5555 = Ground Flash (not used in project but used for public release)
	6777 = Hit Wall
	8500 = Jump Dust (not used in project but used for public release)
	8510 = Jump Land Circle (not used in project but used for public release)
	9995 = Super Jump
	9006 = Super Jump Ground Circle
	32710 ~ 32712  = Hyper Attack Background
	3215 = Hyper Combo Finish Background

	Mugen Standard FX:
	The EoH template uses the mugen standard for guard sprites, guard
	sounds and hit sounds.

Character Animations:
	
	Hit Spark Animations:
	  s7700 = Normal Attack
	  s7701 = Special Attack
	  s7702 = Hyper Attack
	  40 = Guard (screenpack default)
	
	Optional Animations:
	If these animations are not used they should be deleted from the
	AIR file.
	  7696 = Get Shocked
	  7697 = Be Burnt
	  7990 = Get Frozen
	  7991 = Get Frozen in the Air

Additional Game Project Details:

	* All intros should "changestate" into [statedef 193]
	* All Win poses should include the Sctrl "AssertSpecial" with
	  the flag "NoBarDisplay"
	* All [hitdef]s for hypers should contain the line of code
	  "getpower = 0".
	* A preprogramed Combo Annoucer is contained within the template.
	  This code is found under [statedef -2] and uses Var(8) through
	  Var(11). A completed list of varaibles used within the character
	  is found at the top of the CNS file.
	* All hypers are expected to be Level 1 hypers.
	* This template contains a damage dampener that is use for public
	  release and removed in the final version of EoH.
	
Project Specific Details:

	* The "Hero Mode" is also coded in [statedef -2]. This causes the
	  character to gain power and defense as the hyper gauge fills up.
	  The character will flash blue, green and red to show their increase
	  of power and the hyper background will reflect these colors as well.
	  This mode has been disabled for public release of the char in order
	  to maintain balanced mugen matches.
	* The "afterimage" code is only to be used for hyper attacks. Not for
	  normal or special attacks.

Character Creation tutorials available at:
http://www.infinitymugenteam.com/infinity.wiki/mediawiki/index.php?title=Tutorials