| hurtbox_spr |
▼ sprites
ex_guy_hurt_box
orca_hurtbox
bug_hurtbox
ferret_hurtbox
bear_hurtbox
cat_hurtbox
wolf_hurtbox
|
The sprite to use for hurtbox collisions in most states |
| crouchbox_spr |
▼ sprites
ex_guy_crouch_box
orca_crouchbox
bug_crouchbox
bear_crouchbox
cat_crouchbox
wolf_crouchbox
gus_crouchbox
|
The sprite to use for your crouching hurtbox |
| air_hurtbox_spr |
▼ sprites
-1
wolf_hurtbox_air
|
The sprite to use for your hurtbox while aerial
-1 = use hurtbox_spr |
| hitstun_hurtbox_spr |
▼ sprites
-1
orca_hitstun_hurtbox
wolf_hitstun_hurtbox
|
The sprite to use for your hurtbox while in hitstun
-1 = use hurtbox_spr |
| knockback_adj |
.9 – 1.2 |
The multiplier to knockback dealt to you:
1 = default value
higher values = lighter character
lower values = heavier character |
| walk_speed |
3 – 4.5 |
The maximum speed you can achieve while walking, in pixels per frame |
| walk_accel |
.2 – .5 |
The speed gained per frame while walking |
| walk_turn_time |
6 for all characters |
The number of frames it takes to turn around |
| initial_dash_time |
8 – 16 |
The number of frames in your initial dash |
| initial_dash_speed |
4 – 11 |
The speed of your initial dash in pixels per frame |
| dash_speed |
4.75 – 9 |
The speed of your run in pixels per frame |
| dash_turn_time |
8 – 20 |
The number of frames it takes to turn while running |
| dash_turn_accel |
.1 – 2 |
The acceleration applied when turning while running |
| dash_stop_time |
4 – 6 |
The number of frames it takes to stop while running |
| dash_stop_percent |
.25 – .5 |
The value to multiply your hsp by when going into idle from dash or dashstop |
| ground_friction |
.3 – 1 |
Natural deceleration while on the ground |
| moonwalk_accel |
1.2 – 1.4 |
The acceleration to apply while moonwalking |
| max_djumps |
0 – 3 |
The number of double jumps you can perform before touching the ground again |
| jump_start_time |
5 for all characters |
The number of frames of jumpsquat minus one |
| jump_speed |
7.6 – 12 |
The vsp applied when fullhopping |
| short_hop_speed |
4 – 7.4 |
The vsp applied when shorthopping |
| djump_speed |
8 – 12
-1 for Absa |
The vsp applied when double jumping |
| jump_change |
3 for all characters |
The hsp applied if left or right is held when jumping. Will not slow you down if you’re already going faster. When reversing your momentum with a double jump, this is the maximum hsp you can have |
| djump_accel |
-1.4 |
The amount of acceleration to apply during your double jump.
Allows for Absa-style double jump cancels |
| djump_accel_start_time |
4 |
The first frame of your double jump that acceleration is applied |
| djump_accel_end_time |
15 |
The last frame of your double jump that acceleration is applied |
| leave_ground_max |
4 – 8 |
The maximum hsp you can have when you go from grounded to aerial without jumping |
| air_max_speed |
3 – 7 |
The maximum hsp you can accelerate to when in a normal aerial state |
| max_jump_hsp |
4 – 8 |
The maximum hsp you can have when jumping from the ground |
| air_accel |
.2 – .4 |
The hsp acceleration applied when you hold left or right in a normal aerial state |
| air_friction |
.02 – .07 |
Natural deceleration applied while in the air.
Also applies while in hitstun |
| double_jump_time |
24 – 40 |
The number of frames to play the double jump animation.
Most characters have a value of 32 so that the double jump animation transitions into the falling portion of the normal jump animation |
| gravity_speed |
.3 – .6 |
The gravitational acceleration applied in non-hitstun aerial states |
| hitstun_grav |
.45 – .525 |
The gravitational acceleration applied in hitstun |
| max_fall |
8 – 11 |
The maximum vsp you can accelerate to while falling normally |
| fast_fall |
11 – 16 |
The vsp applied when fastfalling |
| land_time |
4 – 6 |
The number of frames in your normal landing state |
| prat_land_time |
3 – 24 |
The number of frames in your prat land state |
| prat_fall_accel |
.4 – 1.5 |
A multiplier to your normal horizontal aerial acceleration:
1 = normal
0 = no acceleration |
| walljump_hsp |
4 – 7 |
The horizontal speed to apply while walljumping, in pixels per frame |
| walljump_vsp |
7 – 10 |
The vertical speed to apply while walljumping, in pixels per frame |
| walljump_time |
18 – 32 |
The number of frames the walljump state takes. Normally 32, but some characters have shorter values |
| roll_forward_max |
9 – 11 |
The speed of your forward roll |
| roll_backward_max |
9 – 11 |
The speed of your backward roll |
| wave_land_time |
6 – 12
usually 8 |
The number of frames your waveland state lasts |
| wave_land_adj |
1.2 – 1.5 |
The multiplier to your initial hsp when wavelanding.
Usually greater than 1 |
| wave_friction |
0 – .15 |
Grounded deceleration when wavelanding |
| techroll_speed |
8 – 11 |
The speed during techroll’s movement |
| air_dodge_speed |
7.5 – 8 |
The speed during airdodge’s movement |
| char_height |
36 – 74 |
Used for centering things on the character, placing the overhead HUD, etc |
| bubble_x |
-8 – -8 |
Used for visually positioning the character in Ranno’s bubble horizontally |
| bubble_y |
0 – 10 |
Used for visually positioning the character in Ranno’s bubble vertically |