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How to change the jumping height of wooden root characters
First, open the people folder, find the file with the suffix cns, and open it to see if there is [data] at the beginning.

If not, switch to another cns and keep looking, and you will find it. .

After finding it, change it according to the analysis translated below. .

Note: always pay attention to backup!

[data]

Life =1000; The health value is generally 1000. If you think your role has a special reason, increase or decrease it at will.

Attack =100; Attack power, the damage value set later will be multiplied by this value as the actual effect, of course, it is a percentage.

Defense =100; The greater the defense, the stronger the defense, and the damage effect of the other party on itself will also be reduced.

Fall.defence _ up = 50 The percentage of temporary increase in defense when knocked down.

Liedown.time = 60 the time spent lying on the ground after being knocked down. (In fact, it is also an important indicator. )

Air juggling =15; The value of aerial juggling (see later)

spark no = 2; Spark by default (it seems useless).

Guard.sparkno = 40 Default number of anti-collision sparks.

ko . echo = 0; Did you get an answer when you were ko (that is, ah ... ah ...................).

Volume = 0; Volume adjustment (negative number means lighter).

intpersistindex=60

floatpersistindex=40

; Life indicator for plastic/floating-point variables. The default values are 60 and 40. If intpersistindex=60, there is a dependency. 0; 60 integer variables are arranged to 59, and variables higher than 60 will not be controlled by varrangeset; Will not appear in the round or competition; ; Complex; Bit; . (useful! ) If you want your variables not to be reset during matching, you should override the status of common 1.cns yourself; 5,900.

[size]

xscale = 1; Horizontal scaling value.

y scale = 1; Vertical scaling value.

ground . back = 15; Character width-step back.

ground . front = 16; Character width-the point before standing.

; The last two values will determine the width of the character, and you can see a yellow line in debug mode. When a character has a judgment of being (clsn2) but no reality; Now; When playerpush controls the statement, the yellow lines on both sides will bounce off each other when they overlap.

air . back = 12; Character width-the back point in the air.

air . front = 12; Character width-the front point in the air.

Height = 60; The height of the character (related to the opponent jumping over the top).

attack . dist = 160; The attack effect distance (related to the opponent's defensive action).

proj . attack . dist = 90; The attack effect distance of a projectile (usually a flying prop).

proj.doscale=0

Projectile; Whether it is also affected by human scale.

head.pos=-5,-90; About the head position (set it, wait for my money, hehe)

mid.pos=-5,-60; Approximate intermediate position

shadow offset = 0; Vertical deviation of shadow from pixel.

draw.offset=0,0; The deviation pixel (x, y) of the character.

[speed]

Walk.fwd = 2.4 walking speed.

walk . back =-2.2; The speed of walking backwards.

run.fwd=4.6,0; The speed of running forward.

run.back=-4.5,-3.8; Run at reverse speed.

; If the last two values y are not 0, it is the forward/backward speed of small jump.

jump.neu=0,-8.4; Positive jump speed.

Jump.fwd = 2.5 Forward speed jump.

jump . back =-2.5; Jump back speed.

; Most of the last two values of y are not set, which is equivalent to the y value of jump.neu

runjump.fwd = 4,-8. 1; Run forward, jump speed.

runjump.back=-2.55,-8. 1; Backward running and jumping speed.

airjump.neu=0,-8. 1; Jump speed in air.

Airjump.fwd = 2.5 Jump speed in the air.

air jump . back =-2.55; Jump speed in the back air.

[Sports] ps: This is Titiao's property.

air jump . num = 1; The number of jumps in the air can be continuous. Ps: Here is the number of jumps in the air. Change it from 2 to 3 and then to 3.

Airjump.height = 35 Minimum height for taking off in the air. Ps: This is the height. .

Yaccel = .44 descending acceleration. Ps: Here is the speed of adjusting the whereabouts of the characters.

Stand.friction = .85 coefficient of static friction.

Crouch. Friction = .82; Squatting friction coefficient

In addition to what I said, other codes should be changed according to their own needs. .

Remember: be sure to pay attention to backup!

I'm just passing through Kamen Rider, so I can do it without remembering. . Hope to adopt