;------------------------------------------------------------------------------- [Characters] ;How to add characters ;--------------------- ;Use the format: ; charname, stagefilename1, stagefilename2, ... ; ;e.g. For a player with filename "kfm", and stage filename ;"stages/mybg.def" type (without the semicolon): ; kfm, stages/mybg.def ;IKEMEN feature: There can be more than 1 stage assigned to character. In such ;case stage will be chosen randomly. ; ;If you want to load a different def file, you can enter it as a directory plus ;the def file. This example loads chars/kfm/alt-kfm.def: ; kfm/alt-kfm.def, stages/mybg.def ; ;If you put "random" as the stagefilename, then a random stage will be selected ;for that player. e.g. ; kfm, random ;IKEMEN feature: Unlike mugen, stage declaration (including random, which is ;default assignment) can be skipped without affecting other parameters. ; ;Zipped characters are also supported. ;Place the ZIP file in the chars/ directory. The syntax is as ;follows: ; zipname.zip/defname.def, stages/mybg.def ;For example, if you have newsuave.def in suave.zip, the syntax is: ; suave.zip/newsuave.def, stages/mybg.def ;If your def file has the same name as the zip file (eg. suave.def ;in suave.zip), you can just put the name of the zip file alone: ; suave.zip, stages/mybg.def ; ;Optional parameters should follow on the same line (except 'slot' parameter), ;separated by commas. Each parameter has the form: ; paramname = paramvalue ;where paramname is the name of the parameter type, and paramvalue is the value ;(data) that should be assigned to that parameter. ;With the exception of 'unlock' (which always has to be last parameter in line) ;parameters can be assigned in any order (after char and stage declaration). ; ;The optional parameters are: ; ; - music ; Set the paramvalue to the music file path that should be used at the start ; of the first round when facing this character. Paramvalue can be followed ; by optional space-separated int values: volume, loopstart and loopend. ; This overrides the stage DEF bgmusic (and related bgmusic.*) assignment so ; you can re-use the same stage with unique music for multiple characters. ; Multiple parameters of the same type may be defined; one will be chosen ; at random. Unless stated otherwise, these rules also apply to other *.music ; parameters. ; - round.music ; IKEMEN feature: Music used at the start of the chosen round when facing this ; character. ; - final.music ; IKEMEN feature: Music used at the start of the final round. ; - life.music ; IKEMEN feature: Music used when the player-controlled character has ; (by default) less than 30% life during the deciding round (only affects ; the side that is at risk of being defeated). Further adjustments are ; available via the stage DEF file. ; - victory.music ; IKEMEN feature: Music that starts right after this character scores the ; final round K.O. and continues throughout the victory screen. Unlike other ; music character parameters, victory.music also works in Versus-type modes. ; ; - ai ; IKEMEN feature: Set the paramvalue between 1 and 8 to force AI Level ; regardless of difficulty and AI ramping settings. ; ; - vsscreen ; IKEMEN feature: Set the paramvalue to 0 to avoid displaying versus screen ; when facing this character. ; ; - victoryscreen ; IKEMEN feature: Set the paramvalue to 0 to avoid displaying victory screen ; when this character wins a match. ; ; - rounds ; IKEMEN feature: Set the paramvalue to the number of rounds in order to ; overwrite rounds number chosen in the settings. ; ; - time ; IKEMEN feature: Set the paramvalue to the time (in seconds) in order to ; overwrite round time chosen in the settings. ; ; - single ; IKEMEN feature: Set the paramvalue to 1 to force facing this character ; individually in team modes. ; ; - includestage ; Set the paramvalue to 0 to avoid including this stage in the stage select ; list (in VS, training modes, etc). The stage is also blocked from being ; randomly selected for a match. ; IKEMEN feature: Setting paramvalue to -1 prevents stage from being randomly ; selected for a match, while still allowing you to choose it from the stage ; select list. ; ; - bonus ; IKEMEN feature: Set the paramvalue to 1 to include this character in "Bonus ; Games" mode. At least 1 character needs this parameter for the mode to show ; up in modes selection menu. ; ; - exclude ; IKEMEN feature: Set the paramvalue to 1 to avoid including this character ; in 'rows' and 'columns' screenpack selection grid. (similar result as ; hiding unselectable AI only characters in mugen without need to create tons ; of unnecessary select.def slots to do so). Excluded characters are not ; added to randomselect pool and won't show up in VS 100 Kumite mode. ; ; - hidden ; IKEMEN feature: Set the paramvalue to hide a character: ; 1: cursor can move to this cell, cursor, face and face background are not ; rendered (same result as hiding selectable characters in mugen by ; placing them outside visible grid, but without need to create lots of ; unnecessary select.def slots to do so), ; 2: cell can't be selected, art is not rendered (slot is ignored until ; character is unlocked). ; 3: cell behaves like randomselect slot until character is unlocked ; ; - order ; Set the paramvalue to the default ordering priority to give the ; character in roster-building modes. A smaller value means you will fight ; the character sooner. The default order value is 1, if you omit this ; param. Edit *.maxmatches settings under [Options] to customize amount of ; matches per order priority. ; IKEMEN feature: Max 30 orders mugen limitation is lifted. Negative order ; is reversed if character becomes unlocked (see 'unlock' parameter) ; ; - order ; IKEMEN feature: Set the paramvalue to the ordering priority to give the ; character in a specific game mode, for example ordersurvival or ; ordertimeattack. Roster generation checks order, then ; order, then order. If none is found, default order value is 1. ; Base modes are used by aliases, for example survivalcoop uses survival. ; To exclude a character from a mode, set it to an order group outside the ; configured .maxmatches range, for example ordersurvival=0. ; Negative order is reversed if character becomes unlocked (see 'unlock' ; parameter) ; ; - arcadepath ; IKEMEN feature: Set the paramvalue to the lua file (file path relative to ; game directory) containing custom arcade path. This parameter makes the ; character ignore default *.maxmatches settings under [Options] section and ; use arcade path coded entirely in lua, which allows implementing ; functionality normally not possible in mugen (rival matches, branching ; paths, secret bosses etc.) ; https://github.com/ikemen-engine/Ikemen-GO/wiki/Miscellaneous-Info#arcs ; ; - slot ; IKEMEN feature: Assigns multiple characters to a single select screen slot. ; Enclose character declarations in 'slot = { ... }'. Braces may share lines ; with character declarations. Use '|' to separate multiple character ; declarations on the same physical line. Characters added this way can use ; extra parameters: ; - select: Set the paramvalue to the command that selects this character. ; If multiple chars in this slot have the same paramvalue assigned, they ; will be selected randomly. ; - next: Set the paramvalue to the command that swaps the current slot ; character with the next character that shares the same paramvalue. ; - previous: Set the paramvalue to the command that swaps the current slot ; character with the previous character that shares the same paramvalue. ; Commands use the same syntax as mugen CMD files (comma is permitted) ; ; - unlock ; IKEMEN feature: paramvalue is executed as Lua code condition, right after ; new game mode is initiated and upon returning to main menu. If it evaluates ; to boolean 'true' the character locked via 'hidden' parameter will become ; selectable. On 'false' it will be hidden. Due to parameters syntax, ; 'unlock' has to be the very last parameter used in line (everything that ; follows is treated as a pure Lua code). Default: true (if character is not ; hidden, otherwise: false) ; https://github.com/ikemen-engine/Ikemen-GO/wiki/Miscellaneous-Info#lua_unlock ; ;You can also add a randomize icon to the select screen. To do this, put the ;word "randomselect" on a line of its own, with no extra parameters. ; ;Examples: ; kfm, stages/mybg.def, includestage=0 ; kfm, stages/mybg.def, arcadepath=data/arcade.lua ; kfm, stages/mybg.def, music=sound/song.mp3, order=3, ai=8, hidden=2 ; slot = {kfm, previous=d, next=w | SuaveDude, previous=d, next=w} ; slot = { ; kfm, stages/mybg.def, previous=d, next=w ; SuaveDude, previous=d, next=w, select=/s+a ; } ; ;Insert your characters below. kfm_zss, stages/kfm.def kfm720, stages/kfm.def, order=0 kfm_zaxis, stages/kfm.def, order=0 randomselect ;------------------------------------------------------------------------------- [ExtraStages] ;Put extra stages here. They will be available in modes that allow selecting ;stage manually. For example, you can insert "stages/mybg.def". ; ;Zipped stages are also supported. ;Place the ZIP file in the stages/ directory. The syntax is as ;follows: ; zipname.zip/defname.def ;For example, if you have suavestage.def in suave.zip, the syntax is: ; suave.zip/suavestage.def ;If your def file has the same name as the zip file (eg. suave.def ;in suave.zip), you can just put the name of the zip file alone: ; suave.zip ; ;Optional parameters may follow on the same line, separated by commas. ;Each parameter has the form: ; paramname = paramvalue ;where paramname is the name of the parameter type, and paramvalue is the value ;to assign that parameter. The optional parameters are: ; ; - music ; Set the paramvalue to the music file path that should be used at the start ; of the first round. Paramvalue can be followed by optional space-separated ; int values: volume, loopstart and loopend. ; This appends the stage DEF bgmusic (and related bgmusic.*) assignment. ; Multiple parameters of the same type may be defined; one will be chosen ; at random. Unless stated otherwise, these rules also apply to other *.music ; parameters. ; - round.music ; IKEMEN feature: Music used at the start of the chosen round. ; - final.music ; IKEMEN feature: Music used at the start of the final round. ; - life.music ; IKEMEN feature: Music used when the player-controlled character has ; (by default) less than 30% life during the deciding round (only affects ; the side that is at risk of being defeated). Further adjustments are ; available via the stage DEF file. ; - victory.music ; IKEMEN feature: Music that starts right after winner character scores the ; final round K.O. and continues throughout the victory screen. Unlike other ; music parameters, victory.music also works in Versus-type modes. ; ; - order ; IKEMEN feature: Set the paramvalue to the ordering priority to give the ; stage in modes where stage order is enabled. If there is at least 1 stage ; with assigned order, facing opponent with the exact order paramvalue will ; result in stage being randomly chosen from stages with the matching order. ; Stages can have multiple order parameters assigned at the same time. ; ; - unlock ; IKEMEN feature: paramvalue is executed as Lua code condition, right after ; new game mode is initiated and upon returning to main menu. If it evaluates ; to boolean 'true' the stage will become manually selectable. On 'false' it ; will be hidden. Due to parameters syntax, 'unlock' has to be the very last ; parameter used in line (everything that follows is treated as a pure Lua ; code). Default: true. ; https://github.com/ikemen-engine/Ikemen-GO/wiki/Miscellaneous-Info#lua_unlock ; ;Examples: ; stages/mybg.def, music=sound/song.mp3, music=sound/song2.mp3 ; stages/mybg.def, order=3 ; ;Insert your stages below. stages/stage1.def stages/stage3d.def stages/stage3d_outline.def stages/stageZ.def stages/interactivestage.def stages/kfm.def stages/stage0.def stages/stage0-720.def ;------------------------------------------------------------------------------- [Options] ;Here you set the maximum number of matches to fight before the game ends in ;roster-building modes. Each value maps to an order priority from the order ;table selected for the active mode. For example, for 4,3,1 you will fight up ;to 4 randomly-picked characters with order=1, followed by 3 with order=2 and ;1 with order=3. ;IKEMEN feature: Max 30 orders mugen limitation is lifted. ;IKEMEN feature: Characters can use mode-specific order parameters. ;Roster generation checks order, then order, then ;order. If no mode-specific order exists, the default order parameter is used. ;IKEMEN feature: Characters can use individual maxmatches settings (see ;'maxmatches' parameter in [Characters] section) ;Maximum number of matches to fight before game ends in Arcade single mode. arcade.maxmatches = 6,1,1,0,0,0,0,0,0,0 ;Like arcade.maxmatches, but applies to Arcade team modes. team.maxmatches = 4,1,1,0,0,0,0,0,0,0 ;Maximum number of matches to fight before game ends in Time Attack mode. ;Uses ordertimeattack if defined, otherwise falls back to order. timeattack.maxmatches = 6,1,1,0,0,0,0,0,0,0 ;IKEMEN feature: Similar to arcade.maxmatches, but applies to Survival modes. ;Uses ordersurvival if defined, otherwise falls back to order. ;Use -1 value to choose which order number should have unlimited matches. ;By omitting -1 survival mode will end after particular amount of matches set ;below (in such case you can actually "complete" the mode). survival.maxmatches = -1,0,0,0,0,0,0,0,0,0 ;------------------------------------------------------------------------------- [StoryMode] ;Story Mode arcs declaration. Assigned arcs are selectable via Story Mode ;submenu ('menu.itemname.storymode' parameter in screenpack DEF file) ; ;Declaring arcs consists of setting up following parameters: ; - name ; IKEMEN feature: Set to name that should be returned by GameMode trigger. ; This parameter also initiates new story arc declaration, so it has to be ; assigned before any other parameter used by the same arc. All arcs should ; have unique names. ; ; - displayname ; IKEMEN feature: Set to name that should be displayed in Story Mode submenu. ; ; - path ; IKEMEN feature: Path to file with lua extension (relative to game ; directory), containing story mode arc coded in Lua language. ; https://github.com/ikemen-engine/Ikemen-GO/wiki/Miscellaneous-Info#arcs ; ; - unlock ; IKEMEN feature: Pure Lua code, executed exactly as is, each time upon ; loading main menu. If it evaluates to boolean 'true' the story arc will be ; selectable from story mode submenu, or hidden on 'false'. Default: true. ; https://github.com/ikemen-engine/Ikemen-GO/wiki/Miscellaneous-Info#lua_unlock ; ;Examples: ; name = arc1 ; displayname = Kung Fu Story Part I ; path = data/story/arc1.lua ; unlock = true ; ; name = arc2 ; displayname = Kung Fu Story Part II ; path = data/story/arc2.lua ; unlock = true ; ;Declare your Story Mode arcs below.