; Chomper's constants. ; Format (case insensitive): ; [groupname] ; constname = value ;---------------------------------------- [Data] life = 2000 ;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 = 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 = 40 ;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 ;Vertical scaling factor. ground.back = 50 ;Player width (back, ground) ground.front = 40 ;Player width (front, ground) air.back = 50 ;Player width (back, air) air.front = 40 ;Player width (front, air) height = 50 ;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 = 0, -100 ;Approximate position of head mid.pos = 0, -50 ;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 ;Walk forward walk.back = -2 ;Walk backward run.fwd = 8, 0 ;Run forward (x, y) run.back = -8,0 ;Hop backward (x, y) jump.neu = 0,0 ;Neutral jumping velocity (x, y) jump.back = 0 ;Jump back Speed (x, y) jump.fwd = 0 ;Jump forward Speed (x, y) runjump.back = -4,0 ;Running jump speeds (opt) runjump.fwd = 4,0 ;. airjump.neu = 0,0 ;. airjump.back = 0 ;Air jump speeds (opt) airjump.fwd = 0 ;. [Movement] airjump.num = 0 ;Number of air jumps allowed (opt) airjump.height = 35 ;Minimum distance from ground before you can air jump (opt) yaccel = .44 ;Vertical acceleration stand.friction = .85 ;Friction coefficient when standing crouch.friction = .82 ;Friction coefficient when crouching