;---------------------------------------------------------------------------
;Configuration File / RtBO
[Statedef 19999]
physics = N
anim = 1690


;-----------------
;TABLE OF CONTENTS
;-----------------
;
;1) KO EFFECT
;2) GUARD BREAK
;3) ATTACK DAMAGE SETTING
;4) NEW MOVES: SPECIALS 1
;5) NEW MOVES: SPECIALS 2
;6) NEW MOVES: MYSTIC BREAKS
;7) DEATH PHENOMENO - HEAVY VERSION
;8) COUNTER IMPACT
;9) FORTUNE SEAL RESTRICTION
;10) IRON BODY / PAPER DOLL TIMER
;11) DURING RUN SKILLS
;12) SUN STAFF SETTINGS
;13) SUN STAFF USAGE COUNTER
;14) DUST SPARK
;15) DEFENSE SET
;16) THROW ESCAPE/RECOVER
;17) DIZZY SYSTEM
;18) DIZZY LIMIT
;19) MYSTIC BREAK BG
;20) BLUFF SYSTEM
;21) BLUFF CANCEL PAUSE
;22) BLUFF DAMAGE REDUCTION
;23) CHAKRA WAVE TRANSPARENCY
;24) AI LEVEL SETTING


;                                ------
;                               *NOTICE*
;                                ------
;
;Please read the description for each setting and follow the directions accordingly 
;when making any changes to each controller. Beacause this configuration document
;directly affects the character, It is advised to make a backup of this in case of
;any mistakes made.


;-----------------------------------------------------
;RED EARTH-STYLE KO EFFECT / EH[U[hKOGtFNg; 0 for on (Ijor 1 for off (Itj
;-----------------------------------------------------
;Anytime you (or your partner) wins a match you will get a KO effect similar to that from
;Red Earth (including announcer's vocals). 
;
;Default is 0 (on).
[State 19999, KO Effect]
type = ParentVarSet
trigger1 = 1
v = 2
value = 0

;----------------------------
;GUARD BREAK / K[hNbN; 0 for on (Ijor 1 for off (Itj
;----------------------------
;Opponents will have their guard broken if they continue to block attacks over a period
;of time. 
;
;Default is 0 (on).
[State 19999, Guard Break]
type = ParentVarSet
trigger1 = 1
v = 3
value = 0

;---------------------
;ATTACK DAMAGE SETTING; Choose the amount of damage output
;---------------------
;0 - None (Mugen Settings)
;1 - x1 Damage + Combo Damage Reduction
;2 - x1.5 Damage (No Reduction)
;3 - x1.5 Damage + Combo Damage Reduction
;
;Note that choosing options 0 and 2 does not mean that there won't be any damage scaling,
;but instead it won't take place by damage reduction system coded into the character.
;
;Default is 1 (x1 Damage + Combo Damage Reduction).
[State 19999, Attack Damage]
type = ParentVarSet
trigger1 = 1
v = 4
value = 1

;-------------------------------------------
;NEW MOVES: SPECIALS 1 / VZFKEZi1j; 0 for on (Ijor 1 for off (Itj
;-------------------------------------------
;Tessa's new Special Attacks include the following:
;
;DRAGON'S ROAR      / hSEA
;FORTUNE SEAL       / tH[`EV[
;BELOW ZERO REPULSE / r[E[E|X
;
;Default is 0 (On).
[State 19999, New Specials 1]
type = ParentVarSet
trigger1 = 1
v = 5
value = 0

;-------------------------------------------
;NEW MOVES: SPECIALS 2 / VZFKEZi2j; 0 for on (Ijor 1 for off (Itj
;-------------------------------------------
;Special move for this controller is the following:
;
;MIGHT CANNON / }CgEJm
;
;Might Cannon is a new move that compliments her other cannon attacks, but
;appears randomly. 
;
;Default is 0 (On).
[State 19999, New Specials 2]
type = ParentVarSet
trigger1 = 1
v = 6
value = 0

;---------------------------------------------------
;NEW MOVES: MYSTIC BREAKS / VZ: ~X`bNuCN; 0 for on (Ijor 1 for off (Itj
;---------------------------------------------------
;New Mystic Breaks include the following:
;
;TRICICLE BLADE    / gCVNEuCh
;TRICICLE HATCHETE / gCVNEn`Fbg
;CHAOS SEAL        / JIXEV[
;
;Default is 0 (on).
[State 19999, New MBs]
type = ParentVarSet
trigger1 = 1
v = 7
value = 0

;-------------------------------
;DEATH PHENOMENO - HEAVY VERSION:  0 for Normal or 1 for Arranged
;-------------------------------
;Note that under Normal setting, Heavy version will always have 8 cat balloons.
;However, while under Arranged setting there will be a 25% chance to get the "Near
;Death" version, which involves 10 cat balloons. Note that the "Near Death" version
;does more damage, but startup time, as well as detonation time will take much
;longer.
;
;Default is 0 (Normal).
[State 19999, D.Pheno - Heavy]
type = ParentVarSet
trigger1 = 1
v = 8
value = 0

;---------------------------------------
;COUNTER IMPACT / JE^[ECpNg; 0 for on (Ijor 1 for off (Itj
;---------------------------------------
;Hitting opponents during mid attack will deal extra damage, and may give some 
;moves special traits & attributes. 
;
;Default is 0 (On).
[State 19999, Counter Impact]
type = ParentVarSet
trigger1 = 1
v = 13
value = 0

;------------------------
;FORTUNE SEAL RESTRICTION: Customize which items will appear
;------------------------
;You can select which items will not appear during Fortune Seal. From the
;following list, choose the number value that corresponds with the item of
;choice (removed items will be replaced by a puff of smoke):
;
;0 - None (all items available) / SACeL
;1 - Food                       / t[h
;2 - Fruit/Drink                / ʕEݕ
;3 - Poison                     / Ŗ
;4 - Burnt                      / ĐsΖ
;5 - Feast                      / tB[Xg
;6 - Food & Poison              / t[hƓŖ
;7 - Fruit/Drink & Burnt        / ʕEݕƏĐsΖ
;8 - Star Rain                  / X^[C                        
;9 - Iron Body & Paper Doll     / Sl{fB[ƃyCp[l`
;10 - Banana                    / oii疳                      
;
;For the last two options, you can select to either remove all Good Fortune-
;related items in exchange for all Bad Fortune-related items and vice versa. 
;
;11 - No Good Fortune / ̃ACe
;12 - No Bad Fortune  / ̃ACe
;
;Default is 0 (all items available).
[State 19998, FS Select]
type = ParentVarSet
trigger1 = 1
v = 14
value = 0

;-------------------------------------------------------
;IRON BODY / PAPER DOLL TIMER / SlEyCp[̃^C}[; 0 for Limited (jor 1 for Unlimited (j
;-------------------------------------------------------
;Iron Body and Paper Doll's effect can be set to last for a short period, or to
;last throughout the entire round. Note that setting this to Unlimited will
;prevent Tessa from using Fortune Seal once she obtains either Iron Body or
;Paper Doll item. 
;
;Default is 0 (Limited)
[State 19999, Iron/Paper Timer]
type = ParentVarSet
trigger1 = 1
v = 15
value = 0

;--------------------------------------
;DURING RUN SKILLS / _bV̓Z; 0 for on (Ijor 1 for off (Itj
;--------------------------------------
;New moves that are available during a forward run are the following:
;
;SUDDEN LOW     / TbfEE
;EVASIVE AIR    / CuFVuGA[
;ULTIMATE GUARD / AeBbgK[h
;
;Note that this controller affects which Special moves can be Dash-Canceled into,
;for when it is set to 0, Reverie Sword and Death Phenomeno can be cancelled into
;from Tessa's Fwd Dash. However, if set to 1, then Chakra Wave can be Dash
;Canceled into.
;
;Default is 0 (on).
[State 19999, During Run]
type = ParentVarSet
trigger1 = 1
v = 16
value = 0

;---------------------------------
;SUN STAFF SETTINGS / z̐ݒ; Customize method for gaining Sun Staff 
;---------------------------------
;Tessa can upgrade her regular staff to the coveted Sun Staff. The following
;will determine how the Sun Staff can be obtained:
;
;0 - Disable Sun Staff / z񖳌        
;1 - Acquiring Sun Staff through Fortune Seal (Item Effect) / tH[`EV[(ACe)
;2 - Acquiring Sun Staff through Fortune Seal (Equip Effect) / tH[`EV[()
;3 - Equipping Sun Staff at start of the round / 퓬Jngp  
;
;Option #1 & option #2 are similar except that option #2 has Tessa retain the Sun 
;Staff from round to round once it's been obtained. Once the match is over, Tessa
;will need to obtain it through Fortune Seal as normal for both option 1 and 2.
;
;Default is 2 (Acquiring Sun Staff through Fortune Seal (Equip Effect))
[State 19999, S. Staff]
type = ParentVarSet
trigger1 = 0;1
v = 17
value = 2

;--------------------------------------------------
;SUN STAFF USAGE COUNTER / zgpLJE^[; Customize condition for Sun Staff to appear
;--------------------------------------------------
;It is required that the regular staff physically touches the opponent (blocked
;or not) or a strikable object a certain number of times before the Sun Staff
;can be acquired through Fortune Seal. This controller sets the counter to
;monitor the number of staff hits. Note that this only applies if the "Sun
;Staff Setting" above is set to 1. Default is 10.
[State 19999, S.Staff Counter]
type = ParentVarSet
trigger1 = 1
v = 18
value = 10

;-----------------------------
;DUST SPARKS / _XgXp[N; 0 for on (Ijor 1 for off (Itj
;-----------------------------
;Dust appears during specific movements, and attacks. 
;
;Default is 0 (On).
[State 19999, Dust]
type = ParentVarSet
trigger1 = 1
v = 19
value = 0

;----------------------
;DEFENSE SET / hݒ; Customize defense settings
;----------------------
;Tessa's defense can be set up from the following;
;
;MUGEN SETTING - No special settings 
;BASIC SETTING - Defense set to 1  
;RED EARTH SETTING - Defense set to 1.02 for more damage, but resistance and
;                    willpower increase when health gets closer to zero
;
;Defense setting can be selected from the following numerical values:
;
;MUGEN SETTING     (0) / mugenݒ
;BASIC SETTING     (1) / {ݒ
;RED EARTH SETTING (2) / EH[U[hݒ
;
;Default is 2 (Red Earth Setting).
[State 19999, Defense]
type = ParentVarSet
trigger1 = 1
v = 21
value = 2

;-----------------------------------------
;THROW ESCAPE/COUNTER / Eg; 0 for on (Ijor 1 for off (Itj
;-----------------------------------------
;This will allow opponents the ability to Throw Recover from Tessa's normal
;throw.
;
;Default is 0 (On).
[State 19999, Defense]
type = ParentVarSet
trigger1 = 1
v = 22
value = 0

;------------
;DIZZY SYSTEM ; 0 for on (Ijor 1 for off (Itj
;------------
;Tessa will become dizzy and unable to defend herself after taking a number of
;consecutive hits.
;
;Default is 0 (On).
[State 19999, Dizzy]
type = ParentVarSet
trigger1 = 1
v = 23
value = 0

;-----------
;DIZZY LIMIT; Set value to number of points to become dizzy
;-----------
;Value below determines how many points of received damage will cause a dizzy state.
;The higer the value, the more points of damaged needed to become dizzied.
;
;Default is 135.
[State 19999, Dizzy]
type = ParentVarSet
trigger1 = 1
v = 24
value = 135

;------------
;BLUFF SYSTEM;
;------------
;Your options for utilizing the Bluff system is as follows:
;
;0 - On (Full + Bluff Dragon Absorption Boost)
;1 - On (Half, No Bluff Dragon Absorption Boost)
;2 - Off
;
;Full setting gives you both Manual Bluff and Bluff Canceling, while Half setting 
;makes only Bluff Canceling available. Note that under Half setting, pressing LP+LK
;will activate Ultimate Guard as normal, but during a combo a Bluff Cancel will be
;performed (as long as it's done after a move that is Bluff Cancelable). 
;
;On another note, Dragon's Roar will benefit extra damage & addition effects from 
;Bluff Dragon's Absorption Boost when Full setting is on only; if Bluff system is 
;set to Half setting or off, then Dragon's Roar will automatically be at it's max 
;level minus the extra power and effects boost.
;
;Default is 0 (Full + Bluff Dragon Absorption Boost).
[State 19999, Bluff]
type = ParentVarSet
trigger1 = 1
v = 26
value = 0

;------------------
;BLUFF CANCEL PAUSE; Choose what type of pause effect is used
;------------------
;You can set a pause effect upon Bluff Cancel activation from the following:
;
;0 - No pause
;1 - 3-tick pause
;2 - 5-tick pause
;
;Default is 0 (No pause).
[State 19999, Bluff]
type = ParentVarSet
trigger1 = 1
v = 27
value = 0


;----------------------
;BLUFF DAMAGE REDUCTION; Adjust percentage of damage reduced through Bluff Canceling
;----------------------
;While damage reduction during Bluff Canceling works properly against Final Mix characters
;and some other characters (i.e. Kung Fu Man), on other characters the reduction may be
;too low due, possibly due to how their defensive ratings were coded. From the following,
;you can adjust how much damage will be reduced so to get the best results:
;
;0 - no damage reduction 
;1 - 15% damage reduction + additional MB damage reduction 
;2 - 10% damage reduction + additional MB damage reduction 
;3 - 5% damage reduction + additional MB damage reduction
;
;Default is 2 (10% damage reduction + additional MB damage reduction).
[State 19999, Bluff Damage]
type = ParentVarSet
trigger1 = 1
v = 28
value = 2

;------------------------
;CHAKRA WAVE TRANSPARENCY; 0 for on (Ijor 1 for off (Itj
;------------------------
;The shot from Chakra Wave & Air Chakra Wave can be given transparency for
;a glossy appearance, or turned off for the original appearance in Red Earth.
;
;Default is 0 (On).
[State 19999, C.W. Trans]
type = ParentVarSet
trigger1 = 1
v = 30
value = 0

