[Statedef 5901];DO NOT EDIT THIS LINE
[State Custom Gameplay];DO NOT EDIT LINE
type = VarSet;DO NOT EDIT THIS LINE
trigger1 = 1;DO NOT EDIT THIS LINE
;=============================================
CUSTOM GAMEPLAY SETTING
	Enables or disables some adjustments
	to make Lavia fit better in MUGEN,
	such as tweaked animations and move
	properties.
;=============================================

var(16) = 1

;0 = disable custom gameplay
;1 = enable custom gameplay

; -Diving Stomp (down+A/B in air) added.
; -d,df,f, x/y, f,d,df, x/y, and d,db,b x/y
;  can all be done while jumping.
; -d,db,b, a/b can be done while jumping when
;  at sufficient height.
; -Kientenhou (d,df,f, x+y) has some extra
;  invincibility (when she starts curling up),
;  and can only be countered by other supers.



[State Warzard Hitsparks];DO NOT EDIT LINE
type = VarSet;DO NOT EDIT THIS LINE
trigger1 = 1;DO NOT EDIT THIS LINE
;=============================================
WARZARD/RED EARTH HITSPARKS SETTING
	Specifies whether to display hitsparks
	from Warzard or from your
	current screenpack.
;=============================================

var(22) = 1

;0 = disable Warzard hitsparks
;1 = enable Warzard hitsparks




[State Flying Height];DO NOT EDIT LINE
type = VarSet;DO NOT EDIT THIS LINE
trigger1 = 1;DO NOT EDIT THIS LINE
;=============================================
FLYING ALTITUDE
	Specifies the altitude Lavia maintains
	when hovering. Negative numbers are
	further up the screen.
;=============================================

fvar(2) = -64

;Default is -64




[State Flying StateType];DO NOT EDIT LINE
type = VarSet;DO NOT EDIT THIS LINE
trigger1 = 1;DO NOT EDIT THIS LINE
;=============================================
FLYING STATETYPE SETTING
	This one's a bit complicated...
	Because of the way Lavia behaves when
	flying, there may be problems with
	attacks that are only supposed to hit
	standing or jumping opponents; under
	rare circumstances, she can be hit by
	standing throws (a bug present in
	Warzard) and may be invulnerable to
	certain anti-airs. This setting, if
	activated, corrects this problem, but
	she'll be knocked to the ground if
	she's hit at all while flying.
;=============================================

var(13) = 0

;0 = Accuracy mode (Warzard-style flight)
;1 = Compatibility mode (gets hit properly)




[State AI Aggressiveness];DO NOT EDIT LINE
type = VarSet;DO NOT EDIT THIS LINE
trigger1 = 1;DO NOT EDIT THIS LINE
;=============================================
AI AGGRESSIVENESS SETTING
	Affects how often Kongou will attack
	when under AI control. Values greater
	than 1.0 do not necessarily make him
	more difficult, just more aggressive.
	Values less than 1.0 however, do make
	him generally easier.
;=============================================

fvar(10) = 0.7

;Recommended values are 0.1 to 2.0. Values
;higher than 2.0 have little effect. She will
;still attack when this is set to 0.0, but
;very rarely. Default is 0.8.




[State Walking];DO NOT EDIT LINE
type = VarSet;DO NOT EDIT THIS LINE
trigger1 = 1;DO NOT EDIT THIS LINE
;=============================================
STANDARD WALK SETTING
	In Warzard, Lavia walks with a kind of
	hop and skip. This setting will make
	her walk like a normal Mugen character
	instead.
;=============================================

var(12) = 0

;0 = disable standard walk
;1 = enable standard walk




[State Guard Crush Strength];DO NOT EDIT LINE
type = VarSet;DO NOT EDIT THIS LINE
trigger1 = 1;DO NOT EDIT THIS LINE
;=============================================
GUARD CRUSH STRENGTH
	Affects how quickly Lavia's opponent
	will be guard crushed. Set to 0 to
	disable guard crushing altogether.
;=============================================

fvar(12) = 1.0 ;Default - 1.0




[State Guard Crush Exemptions];DO NOT EDIT LINE
type = VarSet;DO NOT EDIT THIS LINE
trigger1 = 0;DO NOT EDIT THIS LINE
v = ifelse(!var(1),3,5);DO NOT EDIT THIS LINE
value = -1;DO NOT EDIT THIS LINE
;=============================================
GUARD CRUSH EXEMPTIONS
	Specify (or remove) characters who
	should not be guard crushed, such as
	those that have their own guard
	guages. Triggers should start from 
	trigger2.
;=============================================

trigger2 =enemy(var(1)), authorname = "Gal129"
trigger3 =enemy(var(1)), authorname = "NERICYA"
trigger3 =enemy(var(1)), name = "TOKI-(NERICYA)"
trigger4 =enemy(var(1)), authorname = "Rei"
trigger4 =enemy(var(1)), name != "twelve"




[State Music Fix];DO NOT EDIT THIS LINE
type = AssertSpecial;DO NOT EDIT THIS LINE
trigger1 = Time = 0;DO NOT EDIT THIS LINE
trigger1 = roundno = 1;DO NOT EDIT THIS LINE
flag = nomusic;DO NOT EDIT THIS LINE
;=============================================
MUSIC FIX
	Enable this if your stage's bgvolume
	setting has no effect on the music's
	volume.
;=============================================

trigger1 = 1

;1 = enable, 0 = disable














;=============================================
     <<END OF CONFIGURATION SECTION>>
;=============================================





















[State 5901, VarSet];DO NOT EDIT THIS LINE
type = VarSet;DO NOT EDIT THIS LINE
trigger1 = fvar(10) = 0.0;DO NOT EDIT THIS LINE
fvar(10) = 0.0000000001;DO NOT EDIT THIS LINE
[State 5901, VarSet];DO NOT EDIT THIS LINE
type = VarSet;DO NOT EDIT THIS LINE
trigger1 = numenemy > 1;DO NOT EDIT THIS LINE
var(1) = !var(1);DO NOT EDIT THIS LINE
[State 5901, loop];DO NOT EDIT THIS LINE
type = ChangeState;DO NOT EDIT THIS LINE
trigger1 = numenemy > 1;DO NOT EDIT THIS LINE
trigger1 = prevstateno != 5901;DO NOT EDIT LINE
value = 5901;DO NOT EDIT THIS LINE
[State 5901, 3];DO NOT EDIT THIS LINE
type = ChangeState;DO NOT EDIT THIS LINE
trigger1 = roundno = 1;DO NOT EDIT THIS LINE
value = 190;DO NOT EDIT THIS LINE
[State 5901, 4];DO NOT EDIT THIS LINE
type = ChangeState;DO NOT EDIT THIS LINE
trigger1 = roundno != 1;DO NOT EDIT THIS LINE
value = 0;DO NOT EDIT THIS LINE