SwagBoi Cory

Premise
TBA

Dangerous Note Types

 * Warning Note: Cory must hit these notes to dodge, failing to hit them will cause Cory to lose 25 HP by default (50 HP before 1.3)

Judgements
You can make a custom preset a la Quaver, if a note passes later than the Awful window, you miss


 * Awful Penalty - Hitting a note with the AWFUL judgement will make you lose a bit of health (Off by default)
 * Combo Score - Higher the combo, the higher score you get from your recent note hit (Note Hit Score+10pts x Combo)
 * Combo Health - Higher the combo, the more health you get (Note Hit HP + 0.01 HP x Combo)
 * Hold Note Ignorance- If Enabled, you won't miss if you neglect a hold note past the Non-Miss window (Off By Default)
 * Ghost Tapping - If Disabled, You will miss if you press the keybinds at the inappropriate time (On by default)
 * Perfect Disable - Disables the "Perfect" Judgement, which makes the "Swag" judgement do 100% accuracy
 * Early/Late Indicators - Enables the indicators that indicates you hit that that note early or late
 * Perfect Indicators - Also makes the indicators appear even if the judgement you hit is "PERFECT" (or SWEET if the PERFECT Judgement is disabled)

Default

 * Perfect: 30ms
 * Swag: 52ms
 * Good: 96ms
 * Bad: 133ms
 * Awful: 191ms

Friday Night Funkin' Preset
Taken from Leather Engine's "Psych Engine" preset


 * Perfect: 23ms
 * Swag: 45ms
 * Good: 90ms
 * Bad: 135ms
 * Awful: 166ms

Dance Dance Revolution Preset

 * Perfect: 16ms
 * Swag: 32ms
 * Good: 96ms
 * Bad: 144ms
 * Awful: 225ms

Quaver Preset

 * Perfect: 18ms
 * Swag: 43ms
 * Good: 76ms
 * Bad: 106ms
 * Awful: 127ms

Custom

 * Perfect: ???ms (Maximum: 50ms)
 * Swag: ???ms (Maximum: 104ms)
 * Good: ???ms (Maximum: 158ms)
 * Bad: ???ms (Maximum: 225ms)
 * Awful: ???ms (Maximum: 300ms)

Modifiers

 * Score Effect - If Enabled, Score multiplier is Affected by Modifiers, Harder means higher multiplier, easier means lower multiplier
 * Health Gain (Default: 1.0x) - Changes how much health you gain
 * Hold Note Gain (Default: 1.0x) - Changes how much health you gain from Hold notes
 * Health Loss (Default: x1.0) - Changes how much health you lose
 * No Hold Note Gain: you can't gain any health from hold notes if this is enabled (Off by default)
 * Opponent Gain: (Default: 0x/Song Dependent) - Changes how much health you lose by making the Opponent sing, 0.1x=0.05 HP per note hit
 * Opponent Gain Cap: Set the point where the opponent stops draining you health
 * Opponent Gain Death: Die by Opponent Gain (Off by Default)

Stages
NOTE: Perfect Score is made without modifiers, and with Combo Scoring disabled.
 * Stage 1
 * Warmup
 * Challenger
 * Stage 2
 * Stage 3
 * Stage 4
 * Stage 5
 * Stage 6
 * Stage 7
 * Stage 8
 * Stage 9
 * Stage 10
 * Stage 11

Characters

 * Cory Cunningham
 * Dade Broflovski

Stage Opponents

 * Stage 1 - Marcus
 * Stage 2