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Mandarin.cns
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; Mandarin's constants and state file.
; There are comments scattered through this file, so you may like to
; take a look if would like to learn more about the cns.
; These are Kung Fu Man's default values. They're good for testing
; a character you're building, but must be changed accordingly.
[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 = 60 ;Time which player lies down for, before getting up
airjuggle = 15 ;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 = 0 ;Volume offset (negative for softer)
;Variables with this index and above will not have their values
;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.
IntPersistIndex = 60
FloatPersistIndex = 40
[Size]
xscale = 1 ;Horizontal scaling factor.
yscale = 1 ;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 = 2.4 ;Walk forward
walk.back = -2.2 ;Walk backward
run.fwd = 4.6, 0 ;Run forward (x, y)
run.back = -4.5,-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 ;.
[Movement]
airjump.num = 0 ;Number of air jumps allowed (opt)
yaccel = .44 ;Vertical acceleration
stand.friction = .85 ;Friction coefficient when standing
crouch.friction = .82 ;Friction coefficient when crouching
;-----------------------
; DCvM Template Files
; provided by
; Buyog2099
;(based on MEE template
; by Kitsune Sniper)
; ***
; Thanks, Kitsune!
;-----------------------