; Definition file for player
; Contains all the filenames needed for the character

; Player information
[Info]
name = "cubee" ;Name of character
displayname = "QB" ;Name of character to display
versiondate = 2006.04.16	;Version date of character
mugenversion = 2001.04.14	;Version of M.U.G.E.N character works on
author = "musimu"		;Character author name
pal.defaults = 1,4,2,5,3,6	;Default palettes in order of preference

; Files for the player
[Files]
cmd     = QB.cmd.st   
cns     = QB.def  
stcommon = common1.cns  
sprite  = QB.sff    
anim    = QB.air 
Sound   = QB.snd
st      = QB.cns 
st1     = -2,-3.cns   
pal1    = QB.act   
pal2    = QB.act
pal3    = QB.act
pal4    = QB.act
pal5    = QB.act
pal6    = QB.act
pal7    = QB.act
pal8    = QB.act
pal9    = QB.act
pal10   = QB.act
pal11   = QB.act
pal12   = QB.act

;----------------------------------------
; QB's constants.
; Format (case insensitive):
;  [groupname]
;  constname = value
;----------------------------------------
[Data]
life = 1000		;Amount of life to start with
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 = 50	;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 = 0.50		;Horizontal scaling factor.
yscale = 0.50		;Vertical scaling factor.
ground.back = 10	;Player width (back, ground)
ground.front = 10	;Player width (front, ground)
air.back = 10		;Player width (back, air)
air.front = 10		;Player width (front, air)
height = 40		;Height of player (for opponent to jump over)
attack.dist = 80	;Default attack distance
proj.attack.dist = 60	;Default attack distance for projectiles
proj.doscale = 0	;Set to 1 to scale projectiles too   
head.pos = 0, -50	;Approximate position of head
mid.pos = 0, -25	;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  = 0		;Walk forward
walk.back = 0		;Walk backward
run.fwd  = 0, 0		;Run forward (x, y)
run.back = 0,0		;Hop backward (x, y)
jump.neu = 0,0		;Neutral jumping velocity (x, y)
jump.back = 0		;Jump back Speed (x, y)
jump.fwd = 0		;Jump forward Speed (x, y)
runjump.back = 0,0	;Running jump speeds (opt)
runjump.fwd = 0,0	;.
airjump.neu = 0,0	;.
airjump.back = 0	;Air jump speeds (opt)
airjump.fwd = 0		;.

[Movement]
airjump.num = 0		;Number of air jumps allowed (opt)
airjump.height = 35	;Minimum distance from ground before you can air jump (opt)
yaccel = .45		;Vertical acceleration
stand.friction = .85	;Friction coefficient when standing
crouch.friction = .82	;Friction coefficient when crouching
