;ガルフォード（修羅･羅刹）galfoad syura_rasetu [var情報,システム情報]
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;var情報
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;var (1)連斬Aライン
;var (2)連斬Bライン
;var (3)連斬用
;var (4)
;var (5)
;var (6)1･3Pチェック_あなたは二人目？
;var (7)
;var (8)
;var (9)
;var(10)1･2Pチェック_登場時どっち向きか。
;var(11)
;var(12)
;var(13)
;var(14)
;var(15)ランダムvar
;var(16)怒りゲージ位置X軸
;var(17)怒りゲージ位置Y軸
;var(18)
;var(19)
;var(20)ライトニングストライク用
;var(21)同上
;var(22)
;var(23)
;var(24)攻撃ヒット時の画面全体赤色化
;var(25)怒り判定(0=通常,1=怒り,2=怒り爆発中,3=怒り爆発終了後)
;var(26)怒りカウントダウン(MAX800)
;var(27)怒りゲージ加算(MAX65)
;var(28)
;var(29)
;var(30)食らい音用
;var(31)同上
;var(32)
;var(33)
;var(34)
;var(35)
;var(36)怒り爆発カウントダウン(MAX800)
;var(37)怒り爆発時間基本値
;var(38)
;var(39)
;var(40)AIスイッチ(0=off,1=on)
;var(41)
;var(42)
;var(43)
;var(44)
;var(45)一閃ダメージ
;var(46)
;var(47)負けカウント
;var(48)LIFEカウント
;var(49)イントロ時の修羅・羅刹確定
;var(50)修羅,羅刹（修羅=0,羅刹= 1)
;var(51)修羅,羅刹初回起動時選択用var(0,2,4=修羅、1,3,5=羅刹)
;var(52)
;var(53)
;var(54)
;var(55)
;var(56)
;var(57)
;var(58)
;var(59)試合中の修羅,羅刹チェンジの有り無し（無=0,有=1)

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;システム情報
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; Format (case insensitive):
;  [groupname]        
;  constname = value  

[Data]
life = 1000          ;Amount of life to start with
attack = 100         ;100% attack power (more is stronger)
defence = 100        ;100% defensive power (more is stronger)
fall.defence_up = 50 ;Def goes up by 50% everytime player is hit on ground
liedown.time = 60    ;Time player takes before getting up from HIT_LIEDOWN
airjuggle = 10       ;Can do 15 points of juggling
sparkno = 0,7        ;Default spark number
guard.sparkno = 0,20 ;Default guard spark number
KO.echo = 0          ;1 to enable echo on KO
volume = 0           ;Volume offset (negative for softer)
IntPersistIndex = 24

[Size]
xscale = 1           ;Horizontal scaling factor.
yscale = 1           ;Vertical scaling factor.
ground.back = 15     ;Player width (back, ground)
ground.front = 13    ;Player width (front, ground)
air.back = 12        ;Player width (back, air)
air.front = 12       ;Player width (front, air)
z.width = 3          ;Player width (into and out)
height = 60	     ;Height of player (for opponent to jump over)
attack.width = 4,4   ;Default attack width: back, front
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

[Velocity]
walk.fwd  = 2.6      ;Walk forward
walk.back = -2.2     ;Walk backward
run.fwd  = 5.7, 0    ;Run forward (x, y)  - if y<0, player will hop
run.back = -4.5,-3.8 ;Run backward (x, y) - if y=0, player will run
jump.neu = 0,-10.6    ;Neutral jumping velocity (x, y)
jump.back = -2.0    ;Jump back Speed (x, y)
jump.fwd = 2.6.0         ;Jump forward Speed (x, y)
runjump.back = -2.10,-10.6 ;Running jump speeds (opt)
runjump.fwd = 2.6,-10.6      ;.
airjump.neu = 0,-8.1      ;.
airjump.back = -2.55,-8.1 ;Air jump speeds (opt)
airjump.fwd = 2.5,-8.1    ;.

[Movement]
airjump.num = 0      ;Number of air jumps allowed (opt)
airjump.height = 35  ;Minimum distance from ground before you can air jump (opt)
yaccel = .43         ;Vertical acceleration
stand.friction = .85  ;Friction coefficient when standing
crouch.friction = .82 ;Friction coefficient when crouching

