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Ultimate Crossover Fighting Game 2.0
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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
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 ;. .... .. .
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