Click on Link to Download Folder below:
Reminder: Get the Access Code Needed to Download The Pre-Release of UFGC 3.0
Available After You've Completed the UFGC 2.0 Download
Available After You've Completed the UFGC 2.0 Download
Sample CNS File:
; Guile's constants.
; Format (case insensitive):
; [groupname]
; constname = value
;----------------------------------------
[Data]
life = 1000 ;Amount of life to start with
power = 3000 ;Amount of Supermeter
attack = 102 ;attack power (more is stronger)
defence = 103 ;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 = 1 ;Horizontal scaling factor.
yscale = 1.06 ;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 = 3 ;Walk forward
walk.back = -3 ;Walk backward
run.fwd = 6, 0 ;Run forward (x, y)
run.back = -4,-3 ;Hop backward (x, y)
jump.neu = 0,-9 ;Neutral jumping velocity (x, y)
jump.back = -3 ;Jump back Speed (x, y)
jump.fwd = 3 ;Jump forward Speed (x, y)
runjump.back = -4,-8 ;Running jump speeds (opt)
runjump.fwd = 4,-8 ;.
.... ..
.
Continued....
; Guile's constants.
; Format (case insensitive):
; [groupname]
; constname = value
;----------------------------------------
[Data]
life = 1000 ;Amount of life to start with
power = 3000 ;Amount of Supermeter
attack = 102 ;attack power (more is stronger)
defence = 103 ;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 = 1 ;Horizontal scaling factor.
yscale = 1.06 ;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 = 3 ;Walk forward
walk.back = -3 ;Walk backward
run.fwd = 6, 0 ;Run forward (x, y)
run.back = -4,-3 ;Hop backward (x, y)
jump.neu = 0,-9 ;Neutral jumping velocity (x, y)
jump.back = -3 ;Jump back Speed (x, y)
jump.fwd = 3 ;Jump forward Speed (x, y)
runjump.back = -4,-8 ;Running jump speeds (opt)
runjump.fwd = 4,-8 ;.
.... ..
.
Continued....