;=============================================
;Vars
;=============================================
;0: Throw tech options
;1: air basics juggle limiter(system)
;2: 
;3: 
;4: Jump variable (from normal or super jump) - Ki Blast Charge Variable
;5: Allows player to use directions to change Pal (config)
;6:  System var. (OTG Juggling)
;7: System var. (for juggle limits)
;8: KO Voice choice
;9: Specific Move Variables
;10: Air dash limiter
;11: 
;12: Destructo Disc Limiter
;13: Super BG choice (config)
;14: 
;15: Animate blur through hitpause
;16: recoil var
;17: Zero Counter command
;18: Juggle Safety
;19: 1st proj hit
;20: varset for 1st/2nd state of Focus Attack
;21: 
;22: Super jump var
;23: Focus Attack animelem set
;24: Focus Attack repel
;25: 
;26: Used in KHH
;27: First attack notification
;28: ki blast no hit limiter
;29: 
;30: Dash Collision count - Beam Collision count
;31: Ticks Back is held down (Charge char)
;32: Back Charge Buffer (Charge char)
;33: Ticks Down is held down (Charge char)
;34: Down Charge Buffer (Charge char)
;35: C18 Activation Check
;36: C18  Winstate Decider 
;37: 
;38: throw check
;39: Fwd Throw ctrl check
;40: 
;41: 
;42: 
;43: 
;44: Repel Projectile choice (config)
;45: X axis Rage Gauge (config)
;46: Y axis Rage Gauge (config)
;47: flip knockout bounce
;48:
;49: Custom state Check 
;50: 
;51: Emotion Mode / courage buffer
;52: EMOTION MODE - Finisher variable. 0 to 2100
;53: Emo Exit Active?
;54: AI Routines
;55: 
;56: counter system notification
;57: counter system notification
;58: Pal Color used with Var 5
;59:  AI


;fvar(1)  : Cheap KO
;fvar(2)  : Damage Detection variable
;fvar(3)  : Specific Move Variabls (Velocities and such)
;fvar(4)  : x pos
;fvar(5)  : C18 winpose Vel X tracking
;fvar(6)  : C18 winpose Vel Y tracking
;fvar(8)  : Counter Hit
;fvar(9)  : Focus Attack Strength
;fvar(10) : Damage Dampener
;fvar(11) : Root Dampener
;fvar(13) : Hit Count Reset
;fvar(14) : Save Intro Starting Position

;=============================================
; CNS File for Krillin by Team Z2
; Constants file
;=============================================

[Data]
life = 1000
power = 3000
attack = 100
defence = 100
fall.defence_up = 50
liedown.time = 15
airjuggle = 15
sparkno = 2	
guard.sparkno = -1
KO.echo = 0	
volumescale = 150
IntPersistIndex = 50
FloatPersistIndex = 20

[Size]
xscale = 1				;Horizontal scaling factor.
yscale = 1				;Vertical scaling factor.
ground.back = 25		;Player width (back, ground)
ground.front = 25		;Player width (front, ground)
air.back = 12			;Player width (back, air)
air.front = 12			;Player width (front, air)
height = 60				;Height of player (for opponent to jump over)
attack.dist = 160		;Default attack distance
proj.attack.dist = 90	;Default attack distance for projectiles
proj.doscale = 0		;Set to 1 to scale projectiles too   
head.pos = 0,-68   ;-5, -90		;Approximate position of head
mid.pos = -3,-36   ;-5, -60		;Approximate position of midsection
shadowoffset = 0		;Number of pixels to vertically offset the shadow
draw.offset = 0,0		;Player drawing offset in pixels (x, y)

[Velocity]
walk.fwd  = 1.5			;Walk forward
walk.back = -2.7		;Walk backward
run.fwd  = 7.5, 0			;Run forward (x, y)
run.back = -5.5,-4.8	;Hop backward (x, y)
jump.neu = 0,-10		;Neutral jumping velocity (x, y)
jump.back = -3.25		;Jump back Speed (x, y)
jump.fwd = 3.25			;Jump forward Speed (x, y)
runjump.back = -7.5,-8.5		;Running jump speeds (opt)
runjump.fwd = 6,-8.5	;.
airjump.neu = 0,-8.1	;.
airjump.back = -2.55	;Air jump speeds (opt)
airjump.fwd = 2.5		;.

[Movement]
airjump.num = 0			;Number of air jumps allowed (opt)
airjump.height = 35		;Minimum distance from ground before you can air jump (opt)
yaccel = .51        	;Vertical acceleration
stand.friction = .85	;Friction coefficient when standing
crouch.friction = .82	;Friction coefficient when crouching


[Quotes]

victory0 = "Watch it man, I mean business."
victory1 = "For the last time, I'm not going bald! This is a fashion statement!"
victory2 = "Alright I'm gonna go home and be a family man."
victory3 = "I won?! Mondo cool!"
;---------------------------------------------------------------------------
; Variable usage:
; This is a record of the variables that KFM uses. Keeping a record of your
; variable usage helps you avoid careless mistakes later.
; var(1)  - Used in kfm.cmd for combo condition (updated every tick)
; var(2)  - Used in Kung Fu Throw (state 800) to remember if fwd was being
;           held (remembered from state 800 through state 810).