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


;-----------------
;TABLE OF CONTENTS
;-----------------
;
;1) KO EFFECT
;2) GUARD BREAK
;3) ATTACK DAMAGE SETTING
;4) NEW MOVES: SPECIALS
;5) NEW MOVES: MYSTIC BREAKS
;6) CHRONOS / ACHILLES RUSH VERSION
;7) GAIA / GIGAS DRIVER COMMAND SELECTOR
;8) INVINCIBILITY VS ARMOR SELECT
;9) COUNTER IMPACT
;10) KING OF BEASTS POWER GAIN
;11) MYSTIC PULSE POWER DRAIN
;12) DURING RUN SKILLS
;13) SUPER CANCEL-ONLY POINTS
;14) ODYSSEUS ARC VERSION
;15) DUST SPARK
;16) DEFENSE SET
;17) THROW ESCAPE/RECOVER
;18) DIZZY SYSTEM
;19) DIZZY LIMIT
;20) MYSTIC BREAK BG
;21) BLUFF SYSTEM
;22) BLUFF CANCEL PAUSE
;23) BLUFF DAMAGE REDUCTION
;24) GUARD DURING VENUS SATELLITE
;25) 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; Choose to keep these on or off
;----------------------------------
;Leo's new Special Attacks include the following:
;
;-Odysseus Arc    / IfbZEXEA[N
;-Swift Tumbler   / XCbtE^u[
;-Mystic Pulse    / ~XeBbNEp[X
;
;here's the options for the new Special Attacks:
;
;0 - Keep all on                 | 0@-@SIɂȂ
;1 - Turn only Mystic Pulse off  | 1@-@~XeBbNEp[X̂݃ItɂȂ
;2 - Turn all off                | 2@-@SItɂȂ
;
;Default is 0 (Keep all 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
;-----------------------------------------------------
;Leo's new Mystic Breaks include the following:
;
;-Hercules Rush (Low Version)  / wNXEbViEj
;-King of Beasts               / LOEIuEr[Xg
;
;Default is 0 (On).
[State 19999, New MBs]
type = ParentVarSet
trigger1 = 1
v = 6
value = 0

;----------------------------------------------------------------
;CHRONOS / ACHILLES RUSH VERSION / NmXEALXbV; Choose variants of both special moves
;----------------------------------------------------------------
;Both Chronos and Achilles Rush offer the following:
;
;ARRANGED I (0) - Both moves have their separate motion. Can do followup slash
;                 by holding down the corresponding attack button, or pressing
;                 the button while the charge attack winds down. Also, can
;                 execute Ultimate Guard, Gaia Driver, or Gigas Driver during
;                 wind down of charge attack. (Red Earth + Capcom Fighting
;                 Evolution)
;
;ARRANGED II (1) - Both moves are executable through Chronos Rush's motion, but
;                  each followup slash is done by either P (Chornos) or K
;                  (Achilles). Other followups such as Ultimate Guard, Gaia Driver,
;                  and Gigas Driver can be done during wind down of charge attack.
;                  (Red Earth + Capcom Fighting Evolution)
;
;ORIGINAL (2)    - Both moves have their separate motion. Do both attacks with no extra
;                  followups (Red Earth) 
;
;Default is 0 (Arranged I)
[State 19999, Rush Version]
type = ParentVarSet
trigger1 = 1
v = 7
value = 0

;-------------------------------------------------------------------------------------
;GAIA / GIGAS DRIVER COMMAND SELECTOR ; 0 for Simple or 1 for Original
;KCAEMKXEhCo[̃R}h ; VvR}hi0jor IWiR}hi1j
;-------------------------------------------------------------------------------------
;Here is the following command setup:
;
;1) SIMPLE                                        |    1) VvR}h
;   -Gaia Driver  : F,D,B,F or B,D,F,B + Any P    |       |KCAEhCo[@@6246{P or 4264{P
;   -Gigas Driver : 360 + Any P                   |       |MKXEhCo[@@1]{P
;
;2) Original                                      |    2) IWiR}h
;   -Gaia Driver  : 360 + Any P                   |       |KCAEhCo[@@1]{P
;   -Gigas Driver : 720 + Any P                   |       |MKXEhCo[@@2]{P
;
;Default is 1 (Original)
[State 19999, Driver Command]
type = ParentVarSet
trigger1 = 1
v = 8
value = 1

;-----------------------------
;INVINCIBILITY VS ARMOR SELECT; 0 for Invincibility or 1 for Armor
;-----------------------------
;Here are your choices available:
;
;0 - Invincibility
;1 - Armor
;2 - No invinicibility or armor
;
;Option selection goes into effect for the following:
;
;-Chronos Rush (no invincibility for option 0)
;-Achilles Rush (no invincibility for option 0)
;-Mars Slash
;-Odysseus Arc
;-H version Gaia Driver
;-Hercules Rush (High, Low, and KOB version)
;-Gigas Driver
;
;Note that this won't work unless Mystic Pulse has been disabled (see setting for
;"New Moves: Specials" above).
;
;Default is 0 (Invinicibility).
[State 19999, Invincibility vs Armor]
type = ParentVarSet
trigger1 = 1
v = 12
value = 0

;--------------------------------------
;COUNTER IMPACT / JE^[ECpNg; 0 for on (Ijor 1 for off (Itj
;--------------------------------------
;Hitting opponents during mid attack will give an extra 10 pts damage and some
;moves special traits and attributes. 
;
;Default is 0 (On).
[State 19999, Counter Impact]
type = ParentVarSet
trigger1 = 1
v = 13
value = 0

;-------------------------
;KING OF BEASTS POWER GAIN; Set the rate power is gained
;-------------------------
;0 - 100 Pts on hit, 75 Pts on damaged
;1 - 50 Pts on hit, 50 Pts on damaged
;2 - 25 Pts on hit, 50 Pts on damaged
;3 - 0 Pts on both hit and damaged
;
;Default is 0 (100 pts / 75 pts).
[State 19999, KOB Power]
type = ParentVarSet
trigger1 = 1
v = 14
value = 0

;------------------------
;MYSTIC PULSE POWER DRAIN; 0 for on or 1 for off
;------------------------
;Leo's Super Gauge slowly depletes while using Mystic Pulse.
;
;Default is 0 (On)
[State 19999, Pulse Power]
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 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

;--------------------------------
;SUPER CANCEL-ONLY POINTS;
;X[p[ELẐ݂̒ʏZ
;--------------------------------
;
;ARRANGED (0) - Stand HP and Crouch MK                | AW@i0j -@PƂႪݒK     
;ORIGINAL (1) - Stand MP                              | IWii1j -@P
;BOTH     (2) - Stand MP, Stand HP, and Crouch MK     |    i2j - PAႪݒKAƗP
;NONE     (3) - No moves used for this special case@  | @@@i3j - @X[p[ELẐ݂̒ʏZ͕s
;
;Default is 0 (Arranged)
[State 19999, Super Cancel]
type = ParentVarSet
trigger1 = 1
v = 17
value = 2;0

;-------------------------------------------------
;ODYSSEUS ARC VERSION / IfbZEXEA[N; Choose how Odysseus Arc is used
;-------------------------------------------------
;The type of attack upon landing & method to activate it can be chosen from
;the following:
;
;0 - Hold either P or K during somersault to select followup attack 
;1 - Automatically uses P version (Over Slash)
;2 - Automatically selects from either P or K versions depending on if opponent@
;    is standing or not
;
;0 - ǉUIԂ߂ɁAԂ蒆PKz[h
;1 - IPo[VÎݎgpiI[o[EXbVj 
;2 - ̒nԂɂAPKo[VI͎IɑI
;
;Default is 0 (Hold either P or K)
[State 19999, Odysseus Version]
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
;----------------------
;Leo'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
;Leo's normal throws.  
;
;Default is 0 (on).
[State 19999, Defense]
type = ParentVarSet
trigger1 = 1
v = 22
value = 0

;---------------------------
;DIZZY SYSTEM / CVXe; 0 for on (Ijor 1 for off (Itj
;---------------------------
;Leo 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 before becoming 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 160.
[State 19999, Dizzy Limit]
type = ParentVarSet
trigger1 = 1
v = 24
value = 160

;---------------
;MYSTIC BREAK BG; 0 for Original or 1 for Arranged
;---------------
;Note that this is a new concept being tested out, so it is subject to change/improve
;over time.
;
;Default is 0 (Original).
[State 19999, MB BG]
type = ParentVarSet
trigger1 = 1
v = 40
value = 0

;------------
;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 = 2

;------------------
;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

;----------------------------
;GUARD DURING VENUS SATELLITE ; 0 for Guard off (Itj 1 for Guard on (Ijor
;----------------------------
;Here are your options:
;
;0 - Cannot Guard, but Venus Satellite stays active until timer runs out
;1 - Can Guard, but Venus Satellite stays active until Leo is knocked down or
;    until timer runs out
;
;Default is 0 (Guard off).
[State 19999, V.Satellite Guard]
type = ParentVarSet
trigger1 = 1
v = 31
value = 0

