;---------------------------------------------------------------------------
;Configuration File / RtBO
[Statedef 19999]
physics = N
anim = 9990

;-----------------
;TABLE OF CONTENTS
;-----------------
;
;1) KO EFFECT
;2) GUARD BREAK
;3) COMBO DAMAGE REDUCTION
;4) ATTACK DAMAGE SETTING
;5) NEW MOVES: MYSTIC BREAKS
;6) LVL 3 SPECIAL WIN
;7) ENMAZUKI SPECIAL KILL WIN
;8) COUNTER IMPACT
;9) SLIDE VERSION
;10) ENMAZUKI TYPE
;11) DURING RUN SKILLS
;12) LVL 3 JUMONJI VERSION
;13) DUST SPARK
;14) DEFENSE SET
;15) THROW ESCAPE/RECOVER
;16) DIZZY SYSTEM
;17) DIZZY LIMIT
;18) MYSTIC BREAK BG
;19) BLUFF SYSTEM
;20) BLUFF CANCEL PAUSE
;21) BLUFF DAMAGE REDUCTION
;22) DOUGANE YABURI EXECUTION METHOD
;23) AI LEVEL SETTING


;                                ------
;                               *NOTICE*
;                                ------
;
;Please read the description for each setting and follow the directions
;accordingly when making any changes. 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/Warzard (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 / VZFKEZ; 0 for on (Ijor 1 for off (Itj
;--------------------------------
;Kenji's new Special Attacks include the following: 
;
;Raion         / 
;Enryusho      / 
;Koku          / 
;Ishu          / V
;Kuuten        / 
;Komainu Daoshi during MK and HK versions of Kagero / Ex̍|
;Midair Ultimate Guard / 󒆃AeBbgK[h
;
;Default is 0 (On).
[State 19999, New Specials]
type = ParentVarSet
trigger1 = 1
v = 5
value = 0

;---------------------------------------------------
;NEW MOVES: MYSTIC BREAKS / VZ: ~XeBbNuCN; 0 for on (Ijor 1 for off (Itj
;---------------------------------------------------
;Kenji's new Mystic Break is the following:
;
;Jumonji (Midair) / \i󒆁j
;
;Default is 0 (On).
[State 19999, New MBs]
type = ParentVarSet
trigger1 = 1
v = 6
value = 0

;--------------------------------
;LVL 3 SPECIAL WIN / Lvl3ꏟ; 0 for on (Ijor 1 for off (Itj
;--------------------------------
;If Kenji defeats the opponent with a Lvl 3 Mystic Break, he will do a special
;winpose. 
;
;Default is 0 (On).
[State 19999, Lvl3 Win]
type = ParentVarSet
trigger1 = 1
v = 7
value = 0

;-----------------------------
;ENMAZUKI SPECIAL KILL WIN / 腖˂ł̊FE; Decide how Enmazuki ends as the final blow
;-----------------------------
;Choose from the following:
;
;KILL WIN #1 (0) = Activate in the final round of a 2-out-of-3 match
;KILL WIN #2 (1) = Activate once a round has been won
;KILL WIN #3 (2) = Always on (designed for 1-round matches)
;OFF         (3) = Disabled
;
;As in the original game, Kenji can kill his opponents with a final blow through
;Enmazuki. Be warned that this scene is abit gruesome, so for those who would 
;not like this should turn it off.
;
;Default is 0 (Kill Win #1).
[State 19999, Kill Win]
type = ParentVarSet
trigger1 = 1
v = 8
value = 0

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

;--------------------------
;SLIDE VERSION / XCh; 0 for Arranged (AW) or 1 for Original (j
;--------------------------
;Slide version can be set to the following:
;
;ARRANGED: Hold DF near opponent during Forward Dash / AW@@_bV3΂Ȃiߋj
;ORIGINAL: Hold F near opponent during Forward Dash / @@_bV6΂Ȃiߋj@
;
;Other than the command differences, Arranged can be activated only after 5 ticks
;after Fwd Dash has been initiated, but can be used at a larger distance from
;the opponent. On the other hand, Original can be activated almost immediately
;after Fwd Dash has been initiated, but can only be used upclose to the opponent,
;but will continue sliding until reaching the appropriate distance (same as Red
;Earth) or reaching the front edge of the screen after some time (different from
;Red Earth, for Kenji would stay sliding forever).
;
;Default is 0 (Arranged).
[State 19999, Slide]
type = ParentVarSet
trigger1 = 1
v = 14
value = 0

;--------------------------------------------
;ENMAZUKI TYPE / 腖˂Uߍ݂̔; Set how Enmazuki can be used
;--------------------------------------------
;Here are the settings for the Enmazuki versions:
;
;ORIGINAL (0)    - B,D,F + 2K (Running/Attack sequence based on distance) / @@623{2KiɋߋŎIɍUj
;ARRANGED I (1)  - B,D,F + 2K (Running), then P (Attack) or K (Cancel) / 蓮@@623{2K (jAPiUjor@KiLZj
;ARRANGED II (2) - B,D,F + 2K (Running/Attack with Projectile Invincibility) /@AWII(2) - 623{2KiѓGj 
;
;Note that for the Arranged I, 2000 pts is consumed from the power meter only@when Kenji
;is commanded to attack, while for Automatic 2000 pts is consumed when Kenji is at the 
;proper distance to attack, and the running sequence cannont be canceled. Arranged II is 
;the same as Original, except with projectile invincibility upon startup and delay in 
;attack. 
;
;Default is 1 (Arranged I).
[State 19999, Control Enmazuki]
type = ParentVarSet
trigger1 = 1
v = 15
value = 1


;--------------------------------------
;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 STOP    / TbfEXgbv 
;SUDDEN LOW     / TbfEE
;SUDDEN AIR     / TbfEGA[
;ULTIMATE GUARD / AeBbgK[h
;
;Default is 0 (On).
[State 19999, During Run]
type = ParentVarSet
trigger1 = 1
v = 16
value = 0

;--------------------------------------------
;LVL 3 JUMONJI VERSION / LVL3\o[VI; 0 for Manual (蓮jor 1 for Automaticij
;--------------------------------------------
;Here are the settings that are available:
;
;MANUAL (0) - Control kunai count & delay by holding HP / 蓮@@NiC{oƃz[hp`ŃRg[
;AUTOMATIC (1) - All kunai appear & attack immediately  / @@ɍUߍ
;
;While Manual can be used for more strategic purposes, Automatic is best for
;combos. 
;
;Default is 0 (Manual).
[State 19999, Lvl 3 Jumonji]
type = ParentVarSet
trigger1 = 1
v = 18
value = 0


;-----------------------------
;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
;----------------------
;Kenji'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/RECOVER / Eg; 0 for on (Ijor 1 for off (Itj
;-----------------------------------------
;This will allow opponents the ability to Throw Escape or Throw Recover from
;Kenji's normal throws.  
;
;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
;------------
;Kenji will become dizzy and unable to defend himself 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 150.
[State 19999, Dizzy]
type = ParentVarSet
trigger1 = 1
v = 24
value = 150

;------------
;BLUFF SYSTEM ; 0 for on (Ijor 1 for off (Itj
;------------
;Your options for utilizing the Bluff system is as follows:
;
;0 - On (Full)
;1 - On (Half)
;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)
;
;Default is 0 (Full).
[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 Pause]
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

;-------------------------------
;DOUGANE YABURI EXECUTION METHOD; 0 for Original or 1 for Multi
;-------------------------------
;
;ORIGINAL (0) - Fwd Dash + HP
;MULTI    (1) - Fwd Dash + Any P
;
;For those who would prefer pressing any P button do execute Dougane Yaburi should set 
;this to 1, otherwise it will be accessible only through HP, just like in Red Earth.
;
;Default is 0 (Original).
[State 19999, Dougane Yaburi]
type = ParentVarSet
trigger1 = 1
v = 29
value = 0


;-------------------------------
;AI LEVEL SETTINGS/ AIxݒ; Add a numerical value between 0 to 35 to adjust AI's level
;-------------------------------
;Here are your options:
;
;0     - Disable AI
;1-10  - Determines moveset & difficulty 
;11-35 - Increases intensity & precision
;
;Note that the higher the numerical value, Kenji will use certain moves, better
;combinations, and more tougher strategies to win. Values 1-10 affect Kenji's
;moves and fighting style, while values 11 & up may improve/increase Kenji's
;intensity, reaction time, etc. Setting the numerical value to 0 will turn off
;the AI. Do not go over value 35. 
;
;Default value is 10.
[State 19999, AI Level]
type = ParentVarSet
trigger1 = 1
trigger2 = var(58) > 10 && numhelper(57) > 0
v = 58
value = 10


;[State 19999, DestroySelf]
;type = DestroySelf
;trigger1 = roundsexisted
