;=======================================;
;        Character Def File for:        ;
;              Star by XCB              ;
;     for MUGEN v. (version number)     ;
;       Maker's Website HTTP here       ;
;                                       ;
;   Made with MUGEN Editing Ensemble    ;
;     (http://ragnaroknemo.cjb.net)     ;
;=======================================;

[Info]
name = "Haizo Tori"
displayname = "Dig Dug"
versiondate = 
mugenversion = 
author = "XCB"
pal.defaults = 1,2,3,4

[Files]
cns = digdug.def
cmd = digdug.def
stcommon = common1.cns
sprite = digdug.sff
anim = dig.air
st = dig.st
sound = dig.snd
pal1 = 1.act		;Default
pal2 = 2.act		;Blue 
pal3 = 3.act		;Chun-Li alpha 1
pal4 = 4.act		;Chun-Li alpha 2
pal5 = 5.act		;I forget....
pal6 = 6.act		;Zako-C palette

;-| Double Tap |-----------------------------------------------------------
[Command]
name = "FF"     ;Required (do not remove)
command = F, F
time = 10

[Command]
name = "BB"     ;Required (do not remove)
command = B, B
time = 10

;-| 2/3 Button Combination |-----------------------------------------------
[Command]
name = "recovery";Required (do not remove)
command = x+y
time = 1

;-| Dir + Button |---------------------------------------------------------
[Command]
name = "down_a"
command = /$D,a
time = 1

[Command]
name = "down_b"
command = /$D,b
time = 1

;-| Single Button |---------------------------------------------------------
[Command]
name = "a"
command = a
time = 1

[Command]
name = "b"
command = b
time = 1

;-| Hold Dir |--------------------------------------------------------------
[Command]
name = "holdfwd";Required (do not remove)
command = /$F
time = 1

[Command]
name = "holdback";Required (do not remove)
command = /$B
time = 1

[Command]
name = "holdup" ;Required (do not remove)
command = /$U
time = 1

[Command]
name = "holddown";Required (do not remove)
command = /$D
time = 1

[Command]
name = "hold_a";Required (do not remove)
command = /$a
time = 1

[Command]
name = "hold_b";Required (do not remove)
command = /$b
time = 1

[Statedef -1]

;Stand Light Punch
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = command = "a"
trigger1 = ctrl

;Stand Light Punch
[State -1, Stand Light Punch]
type = ChangeState
value = 250
triggerall = command = "b"
trigger1 = ctrl

[Data]
life = 3
attack = 100
defence = 100
fall.defence_up = 50
liedown.time = 60
airjuggle = 15
sparkno = 2
guard.sparkno = 40
KO.echo = 0
volume = 255
power = 1
IntPersistIndex = 55
FloatPersistIndex = 40

[Size]
xscale = 4           ;Horizontal scaling factor.
yscale = 4           ;Vertical scaling factor.
ground.back = 15     ;Player width (back, ground)
ground.front = 16    ;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 = -5, -90   ;Approximate position of head
mid.pos = -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  = 2      ;Walk forward
walk.back = -2     ;Walk backward
run.fwd  = 3.6, 0    ;Run forward (x, y)
run.back = -3.5,-3.8 ;Hop backward (x, y)
jump.neu = 0,-8.4    ;Neutral jumping velocity (x, y)
jump.back = -2.55    ;Jump back Speed (x, y)
jump.fwd = 2.5       ;Jump forward Speed (x, y)
runjump.back = -2.55,-8.1 ;Running jump speeds (opt)
runjump.fwd = 4,-8.1      ;.
airjump.neu = 0,-8.1      ;.
airjump.back = -2.55      ;Air jump speeds (opt)
airjump.fwd = 2.5         ;.

[Movement]
airjump.num = 1      ;Number of air jumps allowed (opt)
airjump.height = 35  ;Minimum distance from ground before you can air jump (opt)
yaccel = .44         ;Vertical acceleration
stand.friction = .85  ;Friction coefficient when standing
crouch.friction = .82 ;Friction coefficient when crouching
