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