Character Jumping while Sprinting Code?

When my character Jumps while Sprinting he goes the same distance X wise as he does when he jumps while walking. Is there anywhere i can put code to have my character jump farther while running?

` var walkSpeed: float = 7; // regular speed
var crchSpeed: float = 3; // crouching speed
var runSpeed: float = 20; // run speed

private var chMotor: CharacterMotor;
private var tr: Transform;
private var dist: float; // distance to ground

function Start(){
chMotor = GetComponent(CharacterMotor);
tr = transform;
var ch:CharacterController = GetComponent(CharacterController);
dist = ch.height/2; // calculate distance to ground
}

function Update(){

 var vScale = 1.0;
 var speed = walkSpeed;
 
 if (chMotor.grounded && Input.GetKey("left shift") || Input.GetKey("right shift")){
     speed = runSpeed;
 }
 if (Input.GetKey("c")){ // press C to crouch
     vScale = 0.5;
     speed = crchSpeed; // slow down when crouching
 }
 chMotor.movement.maxForwardSpeed = speed; // set max speed
 var ultScale = tr.localScale.y; // crouch/stand up smoothly 
 tr.localScale.y = Mathf.Lerp(tr.localScale.y, vScale, 5*Time.deltaTime);
 tr.position.y += dist * (tr.localScale.y-ultScale); // fix vertical position

}`

I formatted your code, and there is nothing here about Jumping :S

var walkSpeed: float = 7; 
// regular speed

var crchSpeed: float = 3; 
// crouching speed

var runSpeed: float = 20; 
// run speed

private var chMotor: CharacterMotor;
private var tr: Transform; 
private var dist: float; 
// distance to ground

function Start()
{ 
	chMotor = GetComponent(CharacterMotor); 
	tr = transform; 
	var ch:CharacterController = GetComponent(CharacterController); 
	dist = ch.height/2; 
// calculate distance to ground 
} 

function Update()
{ 
	var vScale = 1.0; var speed = walkSpeed; 
	if (chMotor.grounded && Input.GetKey("left shift") || Input.GetKey("right shift"))
	{speed = runSpeed;} 
	if (Input.GetKey("c"))
	{ 
		// press C to crouch 
		vScale = 0.5; 
		speed = crchSpeed; 
		// slow down when crouching 
	} 
	chMotor.movement.maxForwardSpeed = speed; 
	// set max speed 
	var ultScale = tr.localScale.y; 
	// crouch/stand up smoothly 
	tr.localScale.y = Mathf.Lerp(tr.localScale.y, vScale, 5*Time.deltaTime); 
	tr.position.y += dist * (tr.localScale.y-ultScale); 
	// fix vertical position 
}

Can you share CharacterMotor with us? I think the problem is in the Jump function.

Bests, Math