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K4thos edited this page Aug 3, 2022 · 72 revisions

Ikemen GO allows to set unlimited amount of new float type constant variables that are detectable by Const trigger. They can be declared in character's CNS (file referenced as cns in character's DEF file), under optional [Constants] section. Character's constant variables overwrite default constant variables assigned via data/common.const file. Constant variable names should not have spaces and brackets.

[Constants]
Default.Attack.LifeToPowerMul = 0.7
Default.GetHit.LifeToPowerMul = 0.6
Super.TargetDefenceMul = 1.5
Default.LifeToGuardPointsMul = -1.5
Default.LifeToDizzyPointsMul = 0
Default.LifeToRedLifeMul = 0.25
Default.IgnoreDefeatedEnemies = 1
Input.PauseOnHitPause = 1

Amount of Dizzy Points to start with (defaults to Life)

Amount of Guard Points to start with (defaults to Life)

Ikemen GO allows remapping player's sprites via RemapSprite state controller. [RemapPreset X] sections, declared in character's CNS (file referenced as cns in character's DEF file), alongside other constant groups, can be used to prepare multiple sprite remaps beforehand and use them all at once. There can be multiple [RemapPreset X] sections in cns file, X is the name of the preset.

Remap declaration uses the following syntax: src_spr_grp,src_spr_item = dst_spr_grp, dst_spr_item Notice the lack of whitespace between src_spr_grp and src_spr_item.

[RemapPreset Claw]
5000,0 = 5000,100
5071,10 = 5071,110
5071,20 = 5071,120

[RemapPreset ClawAndMask]
5000,0 = 5000,200
5071,10 = 5071,210
5071,20 = 5071,220

Up to 10 fonts can be specified, the same way as it's done in motif definition files (fight.def and system.def). These fonts can be used with Text controller. Fonts are searched in directories in the following order: character's DEF file directory, motif directory, mugen program directory, data/, font/. Currently AttachedChar font loading is not supported.

font0 = font/jg.fnt
font1 = font/num1.fnt
font2 = mssansserif-tt36.def
font2.height = 36

Ikemen GO Pause menu allows viewing character's commands during the game. The command data has to be assigned via character's DEF file, under [Files] section, using new movelist file type (recommended file extension: dat).

Similarly to how mugenVersion works, this optional flag is used to enable engine functionality or change older behaviour, based on engine version, in order to maintain backward compatibility with legacy content. Defaults to 0.

Currently IkemenVersion affects following functionality:

  • ModifyExplod: Ikemen GO exclusive ModifyExplod parameters that also existed in MUGEN for Explod controller (anim, space, ignorehitpause) works only for players with ikemenversion > 0
  • Negative states: In MUGEN declaring negative StateDef in one file, prevents doing so in other files. For players with ikemenversion > 0 this limitation is lifted - if statedef declaration is found in multiple files, extra states will be appended on top of existing ones. Special case are files defined under CommonStates since they don't require ikemenversion declared to work like this.

Name of character to display on lifebar (DisplayName is used by default, if LifebarName is not specified)

Specifies the display scale of the portrait for screenpack rendering. This value overwrites localcoord-compliant display scale.

portraitscale = 1.0

So-called associative array. A character string and a float value can be linked and set for each character. In addition to being used as a variable, you can refer to the opponent, so you can set an attribute name and use it as a tag, or use it as a flag for a specific technique. Note that spaces cannot be used in map names.

As an example, a map can be set by adding the following description to the character def file.

[Map]
Ryu = 1
Streetfighter = 1
man = 1
birthyear = 1964
Japan = 1
Ansatsuken = 1

The map can be recognized by a Map trigger and its value can be modified or set by MapSet and MapAdd state controllers.

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