; Male Magicians's constants and state file.

[Data]
;Amount of life to start with
life = 900 ;Magicians don't have as much HP as normal fighters do
           ;(but vit increases it from 750 to 775)
power = 7000 ;Naturally, have more power
;attack power (more is stronger)
attack = 75 ;Increase depending on STR stat
;defensive power (more is stronger)
defence = 90 ;vit = 10 (20 is average, 1 vit = 1 defence, female will have no vit)
;Percentage to increase defense everytime player is knocked down
fall.defence_up = 50
;Time which player lies down for, before getting up
liedown.time = 20 ;Like in the game
;Number of points for juggling
airjuggle = 100 ;To be somewhat fair to opponents (balance this later)
;Default hit spark number for HitDefs
sparkno = S201
;Default guard spark number
guard.sparkno = 40
;1 to enable echo on KO
KO.echo = 0
;Volume offset (negative for softer)
volume = 300
;Variables with this index and above will not have their values
;reset to 0 between rounds or matches. There are 60 int variables,
;indexed from 0 to 59, and 40 float variables, indexed from 0 to 39.
;If omitted, then it defaults to 60 and 40 for integer and float
;variables repectively, meaning that none are persistent, i.e. all
;are reset. If you want your variables to persist between matches,
;you need to override state 5900 from common1.cns.
IntPersistIndex = 0 ;60
FloatPersistIndex = 40

[Size]
xscale = 0.8 ;0.375           ;Horizontal scaling factor.
yscale = 0.8 ;0.375           ;Vertical scaling factor.
ground.back = 25     ;Player width (back, ground)
ground.front = 30    ;Player width (front, ground)
air.back = 40        ;Player width (back, air)
air.front = 40       ;Player width (front, air)
height = 67          ;Height of player (for opponent to jump over)
attack.dist = 320    ;Default attack distance
proj.attack.dist = 180 ;Default attack distance for projectiles
proj.doscale = 0     ;Set to 1 to scale projectiles too
head.pos = -10, -120   ;Approximate position of head
mid.pos = -6, -56    ;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  = 4.2         ;Walk forward
walk.back = -3.5       ;Walk backward
run.fwd  = 12, -3.6      ;Run forward (x, y)
run.back = -12, -3.6     ;Hop backward (x, y)
jump.neu = 0,-18         ;Neutral jumping velocity (x, y)
jump.back = -4.8        ;Jump back Speed (x, y)
jump.fwd = 4.8          ;Jump forward Speed (x, y)
airjump.neu = 0,-15    ;.
airjump.back = -3.6     ;Air jump speeds (opt)
airjump.fwd = 3.6       ;.

[Movement]
airjump.num = 1       ;Number of air jumps allowed (opt)
airjump.height = 40   ;Minimum distance from ground before you can air jump (opt)
yaccel = 0.72         ;Vertical acceleration, since it changes based on move, this is set to 0
stand.friction = .90  ;Friction coefficient when standing
crouch.friction = .85 ;Friction coefficient when crouching

[Quotes]
; Up to 100 victory quotes can be specified per language (victory0 - victory99)
victory0 = "Male Magician Wins!"
victory1 = "Got 2000 zeny!"
victory2 = "MVP!"

;---------------------------------------------------------------------------
; 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)  - AI Trigger
; var(2)  - AI Left or right
; var(3)  - Set to 1 after an airdash to increase gravity. Set to 0 after landing.
; var(4)  - This is in lieu of juggling. Juggle is set to 0 for everything BUT
;           in order to stop infinites (and emulate dex), strong attacks
;           can only be chained up to 4 times (emulating 30 dex).
; var(5)  - Combo damage multiplier
; var(6)  - Counter for HP and SP recoveries.
; var(7)  - Reserved for temporary variable use within states
; var(8)  - Casting Delay (0 if magician can cast again)
; var(9)  - Energy Coat Time
; var(10) - Global temp variable; currently used to get damage saved from energy coat
; var(11) - Previous amount of power
; var(12) - Clear Time
; var(13) - Number of matches won
; var(14) - Total Damage Done
; var(15) - P2Life Prev
; var(16) - Total Damage Recieved
; var(17) - Life Prev
; var(18) - Temp var 2
; var(19) - Build ID, 0 - Battle, 1 - Magic, 2 - Hybrid, 3 - GM
; var(20) - Enemy is encased in frost driver = 1
; var(21) - CPU reaction level
; var(22) - Blue Gem Count
; var(23) - FRRRRREEEEEEEEEEEEE SPPPPPPPPPPPPPAAAAAAAAAAAACCCCEEEEEE
; var(24) - How long guard was held
; var(25) - power shield hittime

; Float Variables:
; fvar(1) - Gravity, since yaccel changes, make it a variable
; fvar(2) - Temporary gravity, for storing old gravity if we need it again
;           when we are done with the move.
; fvar(3) - damage multiplier: physical
; fvar(4) - damage multiplier: magic
; fvar(5) - temporary variable
; fvar(6) - GetHitVar(xvel) of power shield
;---------------------------------------------------------------------------

