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libretro/bios/Game Engines/Ikemen GO/ikemen/data/select.def
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Modula-2

;-------------------------------------------------------------------------------
[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<roundno>.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<gamemode>
; 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<active mode>, then
; order<base mode>, 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 <gamemode>.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<roundno>.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<gamemode> parameters.
;Roster generation checks order<active mode>, then order<base mode>, 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.