;------------------------------------------------------------------------------- [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. ; ;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 round when facing this character. Music volume, loopstart and loopend ; values can follow, separated by spaces. paramvalue overrides stage DEF ; bgmusic assignment, so you can re-use the same stage with unique music for ; multiple characters. ; IKEMEN feature: Setting optional (typed as number) decides round ; on which the music will be played (defaults to 1 if omitted). You can use ; multiple music parameters for random selection. ; ; - musiclife ; IKEMEN feature: Set the paramvalue to the music file path that should be ; used when player's controlled character has (by default) less then 30% life ; during deciding round (only affects side that is at risk of being defeated) ; when facing this character. Further adjustments available via stage DEF ; file. Music volume, loopstart and loopend values can follow, separated by ; spaces. paramvalue overrides stage DEF bgmusic.life assignment. You can use ; multiple musiclife parameters for random selection. ; ; - musicvictory ; IKEMEN feature: Set the paramvalue to the music file that should start ; right after this character scores final round K.O. and continue throughout ; the victory screen. Music volume, loopstart and loopend values can follow, ; separated by spaces. paramvalue overrides stage DEF bgmusic.victory ; assignment. You can use multiple musicvictory parameters for random ; selection. Unlike other music character parameters, musicvictory 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 ordering priority to give the character in ; Arcade and Time Attack modes. A smaller value means you will fight the ; character sooner (excluding 'ratio' Arcade mode, which allows more ordering ; flexibility via 'arcade.ratiomatches' settings). 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) ; ; - ordersurvival ; IKEMEN feature: Set the paramvalue to the ordering priority to give the ; character in survival mode. The default order value is 1, if you omit this ; param. It works like 'order' parameter, just for different game modes ; (survival / survival co-op / netplay survival co-op). To exclude character ; from showing up in survival modes you can set it to order group outside ; configured survival.maxmatches range (e.g. 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/K4thos/Ikemen_GO/wiki/Miscellaneous-Info#arcs ; ; - ratiopath ; IKEMEN feature: Like 'arcadepath', but used only if the p2 team mode has ; been set to 'ratio'. If not assigned, ratio team mode arcade run defaults ; to 'arcade.ratiomatches' settings. ; ; - slot ; IKEMEN feature: Slot parameter, which allows to assign multiple characters ; into a single select screen slot, uses special syntax: declaration starts ; with a line containing only 'slot = {'. The next and following lines have ; characters added using the standard syntax. Closing '}' bracket in a new ; line ends current slot declaration. Characters added this way can have few ; extra parameters assigned: ; - 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/K4thos/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, stages/mybg.def, previous=d, next=w ; SuaveDude, previous=d, next=w, select=/s+a ; } ; ;Insert your characters below. randomselect OrnnXXX VolibearXXX Incineroar BowserXXX BubbaXXX PorungaXXX slot = { HoarpussXXX, previous=d, next=w HoarpussXXX/DanielXXX.def, previous=d, next=w, select=/s+a } slot = { MorinetsuXXX, previous=d, next=w MorinetsuXXX(Club), previous=d, next=w, select=/s+a MorinetsuXXX/KnightXXX.def, previous=d, next=w, select=/s+a MorinetsuXXX/WerewolfXXX.def, previous=d, next=w, select=/s+a MorinetsuXXX/ReindeerXXX.def, previous=d, next=w, select=/s+a } slot = { MorishasuXXX, previous=d, next=w MorishasuXXX/OniXXX.def, previous=d, next=w, select=/s+a MorishasuXXX/RabbitXXX.def, previous=d, next=w, select=/s+a } slot = { BaderbearXXX, previous=d, next=w, select=/s+a TrueBlue, previous=d, next=w, select=/s+a PandaronXXX, previous=d, next=w, select=/s+a } slot = { JuergenXXX, previous=d, next=w, select=/s+a ApolloXXX, previous=d, next=w, select=/s+a } slot = { Reksus, previous=d, next=w Reksus/Trainer.def, previous=d, next=w, select=/s+a KentuXXX/KentuXXX.def, previous=d, next=w, select=/s+a } Xay KurgoreXXX slot = { Bara Griffon2, previous=d, next=w Bara Monk, previous=d, next=w, select=/s+a } Bara Leo8.5(NoStruggle) slot = { Incredible Bara Hulk(bushy), previous=d, next=w Bara Rulk(bushy), previous=d, next=w, select=/s+a } slot = { Kuromaru, previous=d, next=w MinotaurBara2.5, previous=d, next=w, select=/s+a } bara giran5 Frisky Talbain 11 Othello5.5 Bara Delga3(NoStruggle) dilf toledoman ;------------------------------------------------------------------------------- [ExtraStages] ;Put extra stages here. They will be available in modes that allow selecting ;stage manually. For example, you can insert "stages/mybg.def". ; ;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 ; IKEMEN feature: Set the paramvalue to the music file path that should be ; used at the start of round. Music volume, loopstart and loopend values can ; follow, separated by spaces. Tracks will be played randomly from the ; available pool if multiple parameters have been assigned or bgmusic is ; present in the stage DEF file. Setting optional (typed as number) ; decides round on which the music will be played (defaults to 1 if omitted) ; ; - musiclife ; IKEMEN feature: Set the paramvalue to the music file path that should be ; used when player's controlled character has (by default) less then 30% life ; during deciding round (only affects side that is at risk of being ; defeated). Further adjustments available via stage DEF file. Music volume, ; loopstart and loopend values can follow, separated by spaces. Tracks will ; be played randomly from the available pool if multiple parameters have been ; assigned or bgmusic.life is present in the stage DEF file. ; ; - musicvictory ; IKEMEN feature: Set the paramvalue to the music file path that should kick ; in right after the final round K.O. and continue throughout the victory ; screen. Music volume, loopstart and loopend frame values can follow, ; separated by spaces. Tracks will be played randomly from the available pool ; if multiple parameters have been assigned or bgmusic.victory is present in ; the stage DEF file. ; ; - order ; IKEMEN feature: Set the paramvalue to the ordering priority to give the ; stage in Arcade and Time Attack modes. 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/K4thos/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/1KR.def stages/Bakery D.def stages/Bakery DE.def stages/BeachD.def stages/BeachDE.def stages/Bowser_s Triple X Rave Afterparty.def stages/EroticBakery.def stages/JCamp.def stages/JCampE.def stages/LightD.def stages/LightDE.def stages/NudeBeachParty.def stages/PirateS.def stages/PirateSE.def stages/XPrideF.def stages/XPrideFE.def stages/SpookyRing.def stages/SpookyRingE.def stages/Urban S.def ;------------------------------------------------------------------------------- [Options] ;Here you set the maximum number of matches to fight before game ends in arcade ;mode. The first number is the number of matches against characters with ;order=1, followed by order=2 and order=3 respectively. For example, for 4,3,1 ;you will fight up to 4 randomly-picked characters who have 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 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 (sans 'Ratio'). 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. timeattack.maxmatches = 6,1,1,0,0,0,0,0,0,0 ;IKEMEN feature: Similar to arcade.maxmatches, but applies to Survival mode. ;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 ;IKEMEN feature: A 'Ratio' mode allows each team to select up to 3 characters ;and distribute 4 "ratio levels" amongst them, affecting their life and damage ;(ratio 2 is the default to which other ratios are compared, percentages are ;adjustable in options screen). ;Arcade ratio matches use 'ratiomatches' configuration instead of 'maxmatches' ;settings. Each entry here, separated by commas, represents a single match and ;consists of 2 assignments, separated by colon. Assignment on the left side of ;colon refers to the number of characters you will face in this match (valid ;numbers from 1 to 3, or a random selection range, consisting of one number, ;followed by a dash and another number). Assignment written after colon refers ;to character's order param, that can be used to limit which characters should ;be randomly chosen for this match. For example 2-3:4 entry means a match ;against team of 2 or 3 characters, chosen from characters with order=4. arcade.ratiomatches = 1-3:1, 3:1, 2:1, 2:1, 1:2, 3:1, 1-2:3 ;AI ramping ;IKEMEN feature: AI ramping settings has been moved here from mugen.cfg ;You can view AI ramping output for all battles from the last chosen mode via ;debug/t_aiRamp.txt (useful reference also for vanilla mugen). ;Arcade / Time Attack single mode AI ramping ;For both parameters below, the first number corresponds to the number of ;matches won, and the second number to the AI difficulty offset. The actual ;difficulty is the sum of the AI difficulty level (set in the options menu) and ;the value of the offset at a particular match. ; AIramp.start = start_match, start_diff ; AIramp.end = end_match, end_diff ;The difficulty offset function is a constant value of start_diff from the ;first match until start_match matches have been won. From then the offset ;value increases linearly from start_diff to end_diff. After end_diff matches ;have been won, the offset value is end_diff. ; e_d /---------- ; / ; s_d _______/ ; ^ ^ ^ ^ ; 1st_m s_m e_m last_m ;For example, if you have: ; AIramp.start = 2,0 ; AIramp.end = 4,2 ;For 6 matches at level 4, the difficulty will be (by match): ; 4,4,4,5,6,6 arcade.AIramp.start = 2, 0 arcade.AIramp.end = 4, 2 ;Arcade / Time Attack team modes AI ramping (sans 'Ratio') ;For 4 matches at level 4 and default values, the difficulty will be: ; 4,4,5,6 team.AIramp.start = 1, 0 team.AIramp.end = 3, 2 ;Arcade / Time Attack 'Ratio' mode AI ramping ;For 4 matches at level 4 and default values, the difficulty will be: ; 4,4,5,6 ratio.AIramp.start = 1, 0 ratio.AIramp.end = 3, 2 ;Survival Mode AI ramping ;For 16 matches at level 4 and default values, the difficulty will be: ; 1,1,1,2,2,3,3,4,4,4,5,5,6,6,7,7,8 survival.AIramp.start = 0, -3 survival.AIramp.end = 16, 4 ;------------------------------------------------------------------------------- [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/K4thos/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/K4thos/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.