; Definition file for Omega Zero ; Contains all the filenames needed for the character ;-------------------- ;[Player Information] ;-------------------- [Info] name = "Omega Zero" ;Name of character displayname = "Omega" ;Name of character to display versiondate = 2006.12.25 ;Version date of character mugenversion = 2001.04.14 ;Version of M.U.G.E.N character works on author = "N-Mario" ;Character author name pal.defaults = 1,2,3,7,8,9 ;Default palettes in order of preference ;-------------------- ;[Common Files] ;-------------------- [Files] cmd = command.cmd ;Command set cns = ozero.def ;Constants stcommon = common1.cns ;Common states sprite = sprite.sff ;Sprite anim = animation.air;Animation sound = sound.snd ;Sound ;-------------------- ;[States] ;-------------------- st = common.cns ;Common st2 = states.cns ;States st3 = states-s.cns ;Special Moves st4 = states-h.cns ;Hyper Moves st5 = helpers.cns ;Helpers st6 = override.cns ;Override ;-------------------- ;[Palettes] (can have up to 12) ;-------------------- pal1 = palette/omega.act pal2 = palette/omega.act pal3 = palette/omega.act pal4 = palette/omega.act pal5 = palette/omega.act pal6 = palette/omega.act ;--------------------------------------------------------------------------- ; Omega Zero's constants. ; Format (case insensitive): ; [groupname] ; constname = value ;---------------------------------------- [Data] life = 2000 ;Amount of life to start with power = 3000 ;Amount of power 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 = 20 ;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 = 2 ;Horizontal scaling factor. yscale = 2 ;Vertical scaling factor. ground.back = 20 ;Player width (back, ground) ground.front = 20 ;Player width (front, ground) air.back = 20 ;Player width (back, air) air.front = 20 ;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 = 1 ;Set to 1 to scale projectiles too head.pos = 0, -60 ;Approximate position of head mid.pos = 0, -30 ;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 = -8,-4 ;Hop backward (x, y) jump.neu = 0,-8 ;Neutral jumping velocity (x, y) jump.back = -3 ;Jump back Speed (x, y) jump.fwd = 3 ;Jump forward Speed (x, y) runjump.back = -5,0 ;Running jump speeds (opt) runjump.fwd = 5,0 ;. airjump.neu = 0,-8 ;. airjump.back = -2 ;Air jump speeds (opt) airjump.fwd = 2 ;. [Movement] airjump.num = 0 ;Number of air jumps allowed (opt) airjump.height = 0 ;Minimum distance from ground before you can air jump (opt) yaccel = .40 ;Vertical acceleration stand.friction = .85 ;Friction coefficient when standing crouch.friction = .82 ;Friction coefficient when crouching ;---------------------------------------------------------------------------