Tips & tricks part 3 There is a load of things at the top of the .cns file for every character. Here they are: [Data] life = 1000 ;Amount of life to start with attack = 100 ;100% attack power (more is stronger) defence = 100 ;100% defensive power (more is stronger) fall.defence_up = 50 ;Def goes up by 50% everytime player is hit on ground liedown.time = 60 ;Time player takes before getting up from HIT_LIEDOWN airjuggle = 15 ;Can do 15 points of juggling sparkno = 2 ;Default spark number guard.sparkno = 40 ;Default guard spark number KO.echo = 0 ;1 to enable echo on KO volume = 0 ;Volume offset (negative for softer) [Size] xscale = 1 ;Horizontal scaling factor. yscale = 1 ;Vertical scaling factor. ground.back = 15 ;Player width (back, ground) ground.front = 15 ;Player width (front, ground) air.back = 12 ;Player width (back, air) air.front = 12 ;Player width (front, air) z.width = 3 ;Player width (into and out) height = 60 ;Height of player (for opponent to jump over) attack.width = 4,4 ;Default attack width: back, front 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 [Velocity] walk.fwd = 2.3 ;Walk forward walk.back = -2.2 ;Walk backward run.fwd = 8, 0 ;Run forward (x, y) - if y<0, player will hop run.back = -7.9,-3.8 ;Run backward (x, y) - if y=0, player will run jump.neu = 0,-8.1 ;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,-8.1 ;Air jump speeds (opt) airjump.fwd = 2.5,-8.1 ;. [Movement] airjump.num = 1 ;Number of air jumps allowed (opt) airjump.height = 35 ;Minimum distance from ground before you can air jump (opt) yaccel = .43 ;Vertical acceleration stand.friction = .85 ;Friction coefficient when standing crouch.friction = .82 ;Friction coefficient when crouching These are what are known as player constants and Elecbyte did a good job of commenting what they are in Kung Fu Man's .cns file. It pays to start with Kung Fu Man and work your way around from there. So many explanations in the comments to Kung Fu Man that those who start from other people's characters never really see. Adjusting these adjusts how the player behaves (like if you notice the dash speeds are 8 and -7.9 which is a big increase from KFM's values and shows up when you do a dash). Note: if you adjust the xscale and/or yscale also set the proj.doscale = 1 to scale projectiles also. You may also need to adjust offsets on projectiles manually. Just enter the xscale and or yscale values and multiply them times the offset value like below: BIG HUGE NOTE ALSO... The offset type coding was picked up from a post on Mugen Dev Forum by Chon Wang SN with thanks to VIB (http://pub24.ezboard.com/fmugendevforumfrm10.showMessage?topicID=47.topic) Please give them credit in your docs if you use this coding in your characters. xscale = .84 yscale = .77 proj.doscale = 1 . . . [State ###, #] type = projectile . . . offset = floor(.84 * 27), floor(.77 * -45) . . . Note: you can use ceil instead of floor. floor rounds down to the nearest integer and ceil rounds up. Original offset would have been like below: offset = 27, -45 The constant values determine how fast a character walks or how slow, how high up they jump or how low. Which speaking of this is the double jump bit. airjump.num = 1 ;Number of air jumps allowed (opt) This can be changed to allow multiple jumps while jumping in the air (double jumping). Example being if you set airjump.num = 3 then you can jump up into the air then when you press jump you'll jump while you've already jumped and another time and another. Most leave this set to 1 because jumping too much gets boring especially when there aren't too many air type attacks. Play around with the values and if you mess something up remember that Kung Fu Man has all the default values so just recopy the values again if need be.