; Definition file for Omega Zero
; Contains all the filenames needed for the character

;--------------------
;[Player Information]
;--------------------
[Info]
name = "Omega Zero"	   ;Name of character
displayname = "Omega" 	   ;Name of character to display
versiondate = 2006.12.25   ;Version date of character
mugenversion = 2001.04.14  ;Version of M.U.G.E.N character works on
author = "N-Mario"	   ;Character author name
pal.defaults = 1,2,3,7,8,9 ;Default palettes in order of preference

;--------------------
;[Common Files] 
;--------------------
[Files]
cmd      = command.cmd	;Command set
cns      = ozero.def	;Constants
stcommon = common1.cns	;Common states
sprite   = sprite.sff	;Sprite
anim     = animation.air;Animation
sound    = sound.snd	;Sound

;--------------------
;[States] 
;--------------------
st	= common.cns	;Common
st2     = states.cns	;States
st3     = states-s.cns	;Special Moves
st4     = states-h.cns	;Hyper Moves
st5     = helpers.cns	;Helpers
st6	= override.cns	;Override

;--------------------
;[Palettes] (can have up to 12)
;--------------------
pal1    = palette/omega.act
pal2    = palette/omega.act
pal3    = palette/omega.act
pal4    = palette/omega.act
pal5    = palette/omega.act
pal6    = palette/omega.act

;---------------------------------------------------------------------------
; Omega Zero's constants.
; Format (case insensitive):
;  [groupname]
;  constname = value
;----------------------------------------
[Data]
life = 2000		;Amount of life to start with
power = 3000		;Amount of power
attack = 100		;attack power (more is stronger)
defence = 100		;defensive power (more is stronger)
fall.defence_up = 50	;Percentage to increase defense everytime player is knocked down
liedown.time = 20	;Time which player lies down for, before getting up
airjuggle = 20		;Number of points for juggling
sparkno = 2		;Default hit spark number for HitDefs
guard.sparkno = 40	;Default guard spark number
KO.echo = 0		;1 to enable echo on KO
volume = 200		;Volume offset (negative for softer)
IntPersistIndex = 60	;Variables with this index and above will not have their values
FloatPersistIndex = 40  ;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.

[Size]
xscale = 2		;Horizontal scaling factor.
yscale = 2		;Vertical scaling factor.
ground.back = 20	;Player width (back, ground)
ground.front = 20	;Player width (front, ground)
air.back = 20		;Player width (back, air)
air.front = 20		;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 = 1	;Set to 1 to scale projectiles too   
head.pos = 0, -60	;Approximate position of head
mid.pos = 0, -30	;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  = 3		;Walk forward
walk.back = -3		;Walk backward
run.fwd  = 6, 0		;Run forward (x, y)
run.back = -8,-4	;Hop backward (x, y)
jump.neu = 0,-8		;Neutral jumping velocity (x, y)
jump.back = -3		;Jump back Speed (x, y)
jump.fwd = 3		;Jump forward Speed (x, y)
runjump.back = -5,0	;Running jump speeds (opt)
runjump.fwd = 5,0	;.
airjump.neu = 0,-8	;.
airjump.back = -2	;Air jump speeds (opt)
airjump.fwd = 2		;.

[Movement]
airjump.num = 0		;Number of air jumps allowed (opt)
airjump.height = 0	;Minimum distance from ground before you can air jump (opt)
yaccel = .40		;Vertical acceleration
stand.friction = .85	;Friction coefficient when standing
crouch.friction = .82	;Friction coefficient when crouching

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