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Cantidad de envíos : 176 Pais de Origen : Estado de animo : Datos rol game: ONE PIECE : - Spoiler:
NOMBRE: Ma-usky
ATAQUE:55
DEFENSA:45
ORO: 25
EMBARCACION:
Datos de embarcacion:
ATAQUE: 10
DEFENSA:20
Fecha de inscripción : 11/10/2008
| Tema: Hacer a un char mas fuerte Lun Ene 05, 2009 3:23 am | |
| ¿como hago que un char se más fuerte?
es bastante simple, todos los chars tienen un archivo llamado cns en el cual se definen todas las constantes abre este archivo por que trabajaremos con el si hay mas de uno abre el archivo que tenga el nombre del char EXACTO, bueno al abrirlo veran esto: [Data]
;Amount of life to start with
;‘̗̓Q[ƒW‚̉Šú’l
life = 1000
;attack power (more is stronger)
;UŒ‚ƒ_ƒ[ƒW
attack = 100
;defensive power (more is stronger)
;‘̗̓pƒ[
defence = 100
;Percentage to increase defense everytime player is knocked down
fall.defence_up = 50
;Time which player lies down for, before getting up
liedown.time = 60
;Number of points for juggling
airjuggle = 15
;Default hit spark number for HitDefs
sparkno = 2
;Default guard spark number
guard.sparkno = 40
;1 to enable echo on KO
KO.echo = 0
;Volume offset (negative for softer)
volume = 0
;Variables with this index and above will not have their values
;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.
IntPersistIndex = 60
FloatPersistIndex = 40
[Size]
xscale = 1 ;Horizontal scaling factor.
yscale = 1 ;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 = 2.4 ;Walk forward
walk.back = -2.2 ;Walk backward
run.fwd = 4.6, 0 ;Run forward (x, y)
run.back = -4.5,-3.8 ;Hop backward (x, y)
jump.neu = 0,-8.4 ;Neutral jumping velocity (x, y)
jump.back = -2.55 ;Jump back Speed (x, y)
jump.fwd = 2.5 ;Jump forward Speed (x, y)
runjump.back = -2.55,-8.1 ;Running jump speeds (opt)
runjump.fwd = 4,-8.1 ;.
airjump.neu = 0,-8.1 ;.
airjump.back = -2.55 ;Air jump speeds (opt)
airjump.fwd = 2.5 ;.
[Movement]
airjump.num = 1 ;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
esto es lo mas basico de un cns si te parece complejo uuuuufffffff
lo mas obscuro es lo que pueden modificar
las otras letras ignorenlas
y lo subrayado es co lo que trabajaremos
life = 1000 es la vida de los chars, solo aumentale para hacerlo mas duradero
attack = 100 este es el ataque de los chars, aumentale para quitar mas
defence = 100 esta es la defensa del char, aumentale para hacerlo mas resistente
y otro que no viene en todos los cns es este
power = 3000 este son los especiales del char aumentale para hacer mas especiales
despues de esto al aumentarle podrias hacer un char invencible
haz la prueba y ve los resultados
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