Table of contents
- Changes to existing sections
- (all sections)
- [Combo]
- Autoalign
- Damage and percentage value
- Counter.shake
- Text.shake
- Unhardcoded show/hide speed
- Multiple fonts
- [Face] (all variants)
- [Files]
- [Info]
- [Lifebar] (all variants)
- Front / mid element shifting
- leaderOnTop
- Lifebar warning range and element
- Life value
- Red Life value
- Multiple front elements
- Multiple value elements
- Red Life
- Unhardcoded Life depleting behavior
- [Name] (all variants)
- [Powerbar] (all variants)
- Counter text
- leaderOnTop
- Front / mid element shifting
- Level sound assignment for each player
- Multiple front elements
- Power value
- Configurable lifebar power value rounding
- Separate bar for each power level
- Multiple fonts
- Max Params for elements
- [Round]
- Default sound for round start
- DKO.showdraw
- Fadein/Fadeout anim and snd
- Single round elements
- Final round elements
- Background and top layers for all round animations
- Unhardcoded KO slowdown
- Unhardcoded match fade
- Unhardcoded time before fight is called
- Unhardcoded win pose safety timeout
- Unique timing for Time Over and Double KO
- Win and drawn elements sound support
- Win element team side variants
- Win element team size variants
- Win type events
- Clutch Win Type Threshold
- AI win elements
- AI lose elements
- [Simul Face]
- [Simul Name]
- [Time]
- [Turns Face]
- [Turns Name]
- [WinIcon]
- New lifebar DEF file sections
- [Action]
- [AILevel]
- [Guardbar]
- [Match]
- [Mode]
- [Score]
- [Simul_3P Face]
- [Simul_4P Face]
- [Simul_3P Lifebar]
- [Simul_4P Lifebar]
- [Simul_3P Name]
- [Simul_4P Name]
- [Simul Powerbar]
- [Simul_3P Powerbar]
- [Simul_4P Powerbar]
- [Simul Guardbar]
- [Simul_3P Guardbar]
- [Simul_4P Guardbar]
- [Simul Stunbar]
- [Simul_3P Stunbar]
- [Simul_4P Stunbar]
- [Stunbar]
- [Tag Face]
- [Tag_3P Face]
- [Tag_4P Face]
- [Tag Lifebar]
- [Tag_3P Lifebar]
- [Tag_4P Lifebar]
- [Tag Name]
- [Tag_3P Name]
- [Tag_4P Name]
- [Tag Powerbar]
- [Tag_3P Powerbar]
- [Tag_4P Powerbar]
- [Tag Guardbar]
- [Tag_3P Guardbar]
- [Tag_4P Guardbar]
- [Tag Stunbar]
- [Tag_3P Stunbar]
- [Tag_4P Stunbar]
- [Turns Powerbar]
- [Turns Guardbar]
- [Turns Stunbar]
- [Timer]
- [WinCount]
Note: This wiki may use "Lifebar" and "Fight Screen" interchangeably.
Changes to existing sections
(all sections)
layerno is an element that allows you to set the layer on which the display element will be drawn. Layer 0 is in front of the background, but behind the players. Layer 1 is in front of the players, but behind the foreground. Layer 2 is in front of the foreground. The default is usually layer 0.
Ikemen GO also supports an additional layer, -1, which works the same as layer 0, but is rendered before it. With the correct use of this layer, you can change the rendering order of various lifebar groups and elements (for example, rendering faces below the life gauge), without affecting how the lifebar is drawn in relation to the players.
PalFX
Similarly to PalFX state controller lifebar anim and spr elements can have temporary or permanent effects applied to their palettes via palfx element types:
palfx.time: duration: specifies the number of ticks that the palette effects should last (default: -1 - infinite)palfx.add: add_r, add_g, add_b: see belowpalfx.mul: mul_r, mul_g, mul_b: each add component is added to the appropriate component of the palette, and the result is multiplied by the appropriate mul component divided by 256 (default: no change, i.e. add = 0,0,0 and mul = 256,256,256)palfx.sinadd: ampl_r, ampl_g, ampl_b, period: creates an additional sine-wave palette addition effect (period specifies the period of the sine wave in game ticks, and the amplitude parameters control the amplitude of the sine wave for the respective components)palfx.sinmul: ampl_r, ampl_g, ampl_b, period: Similliar to "sinadd" parameter but instead it creates effect related to "mul" parameter.palfx.sincolor: ampl, period: Similliar to "sinadd" parameter but instead it creates effect related to "color" parameter.palfx.invertall: if non-zero, then the colors in the palette will be inverted (applied before effects of add and mul), creating a "film negative" effect (default: 0)palfx.color: this affects the color level of the palette (applied before invertall, add and mul) - if value is 0, the palette will be greyscale; if value is 256, there is no change in palette; values in between will have an intermediate effect (default: 256, range 0 to 256)
Hint: When it comes to lifebars the main use case of palfx is adjusting palette without need to duplicate sprites to do so.
Example:
p1.front90.palfx.mul = 250,224,120
PalFX for texts
Starting from 1.0 RC1, text elements that use sprite fonts (sff or fnt) also support PalFX
Example:
round.default.palfx.mul = 256, 64, 64
Prefix operators
Parameters starting with "pX" or "teamX" can now use * and | operators, allowing the same parameter to be used by multiple players.
The * (any) operator will apply the parameter to all players/teams, while the | (or) operator will do it for the specified ones only. See examples.
Example:
;p1.bg0.anim = 10
;p3.bg0.anim = 10
;p5.bg0.anim = 10
;p7.bg0.anim = 10
p1|p3|p5|p7.bg0.anim = 10
;team1.text.layerno = 2
;team2.text.layerno = 2
team*.text.layerno = 2
Text angle
Text elements now also support angle parameters.
Example:
p1.name.angle = 30
Top layer
All sections that have access to background elements rendering (bg, bg0 etc.) also support an additional layer, called top, which is rendered on top of the other elements from the same layer.
window setting
Additional layout settings can be used with display element types such as spr, anim, and text. The window setting specifies a rectangular box with (x1, y1) and (x2, y2) at opposite corners, with the upper left corner of the screen as (0, 0). Only the part of the display element type that comes within this box (the "window") will be drawn. If you do not need the windowing effect, you can omit this line.
xshear
Specifies the amount of horizontal shearing to apply to the element, text elements that use sprite fonts (sff or fnt) also support xshear. Defaults to 0.
p1.front.xshear = -.4
[Combo]
Autoalign
teamX.autoalign: When set to 0, it disables automatic spacing adjustment. Defaults to 1
Damage and percentage value
teamX.text.text can display the following data:
%i: combo count (already existing in MUGEN)%d: combo damage (integer value returning the total combo damage up to this point)%p: combo damage percentage in relation to the maximum life
The combo percentage value can be formatted using the following new parameters:
format.decimal.places: how many decimal places should the percentage damage be rounded to (0 means no decimal point will be shown)format.decimal.separator: what symbol should be used to separate the decimal points of the value
Counter.shake
The shaking effect of the combo counter number is now configurable. The parameters are similar to the EnvShake state controller.
counter.shake.time: total duration of the shake.counter.shake.freq: oscillation frequency (degrees per frame). (default: 60)counter.shake.phase: initial phase offset (degrees).counter.shake.ampl: amplitude of position offset shake.counter.shake.scale: amplitude of scale shake. The scale multiplier oscillates betweenscaleand1/scale.counter.shake.dir: initial angle of the offset shake (degrees).counter.shake.diradd: amount added todireach frame (degrees).counter.shake.decay: decay exponent:1= linear,0= constant,>1= faster falloff,<1= slower falloff.
Note: Older parameters counter.shake, counter.time and counter.mult are deprecated but still supported.
Example:
[Combo]
team*.counter.shake.time = 10
team*.counter.shake.freq = 90
team*.counter.shake.ampl = 2
team*.counter.shake.scale = 1.5
team*.counter.shake.decay = 2
Text.shake
The combo display text group also supports the same parameters as counter.shake.
Example:
[Combo]
team*.text.shake.time = 8
team*.text.shake.freq = 120
team*.text.shake.ampl = 3
team*.text.shake.dir = 90
team*.text.shake.diradd = 15
team*.text.shake.decay = 1.5
Unhardcoded show/hide speed
teamX.showspeed: text showing up speed (1 = instant; default = 8)teamX.hidespeed: text hiding speed (the larger value, the faster speed; default = 4)
Multiple fonts
counter.font and text.font elements can store additional value in its name, using following format:
counter<hits_count>.font
text<hits_count>.font
font assigned like this replaces default counter.font or text.font element, if hit count is higher or equals the <hit_count>. For example counter10.font means that counter element will use this font if hit count is equal or greater than 10 hits, otherwise default counter.font element is used. There can be multiple font assignments with extra value (no hard limits).
[Face] (all variants)
Darken share
pX.face.darkenshare: set to 1 to make the portrait darken or not like the character during the effect of SuperPause darken parameter. If 0, the portrait will darken always. Defaults to 0 (Mugen 1.1 behavior).
KO overlay
pX.ko: spr/anim assignment, layout settings (offset, facing, vfacing, layerno, scale, angle, window)
Works just like turns mode pX.teammate.ko, with an overlay rendered on top of the defeated party member.
leaderOnTop
Enabling this parameter inverts the drawing order of the members of the team, thus drawing players 1 and 2 on top of their partners.
Palette share
pX.face.palshare: set to 0 to disable face portrait palette sharing with character sprites (default: 1, WinMugen and MUGEN 1.0 behavior)
PalFX share
pX.face.palfxshare: set to 1 to allow PalFX affecting character to also affect face portrait (default: 0, Mugen 1.1 behavior)
[Files]
CommonFx
fx1 / fx2 / fx3: common fx file declaration. These parameters work like CommonFX from config.json.
[Info]
author
Lifebars now accept an author name parameter like characters and stages. It allows characters to identify them with the FightScreenVar trigger.
doubleres
Some "D4" (high-resolution) lifebars made for the 2002 version of MUGEN require the Doubleres = 4 parameter in mugen.cfg. Mugen 1.0 replaced the Doubleres functionality with coordinate spaces. Setting this option to 1 replicates the Doubleres = 4 lifebar behavior (all fonts are scaled down by 50%). The default setting is 0.
ikemenversion
An ikemenversion parameter can now be added to the section. It may affect the behavior of certain parameters.
At the moment, defining any ikemenversion will disable the hardcoded delay on KO, Double KO and Time Over screens.
localcoord
localcoord sets the width and height of the local coordinate space, which is the same as the screenpack's localcoord by default. In MUGEN, lifebars always use the same localcoord as the screenpack. This parameter allows you to set a coordinate space for the lifebar that is independent of the screenpack.
mugenversion
For completeness sake, a mugenversion entry will also be parsed.
name
Lifebars now accept a name parameter like characters and stages. It allows characters to identify them with the FightScreenVar trigger.
[Lifebar] (all variants)
Front / mid element shifting
Parameters are used to shift from one sprite/animation (front and mid elements) to another sprite/animation (shift element) depending on the amount of life. This is done by automatically adjusting the trans addalpha values of the shift element rendered on top of the front and mid elements.
pX.shift: spr/anim assignment, layout settings (offset, facing, vfacing, layerno, scale, angle, window)mid.shift: set to 1 to make the shift element also affect mid element (default: 0)
leaderOnTop
Enabling this parameter inverts the drawing order of the members of the team, thus drawing players 1 and 2 on top of their partners.
Lifebar warning range and element
Specifying a warning percentage range and an element will draw a sprite or animation when life values are within range (pX.warn.range and pX.warn, respectively). Displays the 'warn' layer once the life, guard points or stun points are within pX.warn.range.
pX.warn.range: integer pair interpreted as percentages of the bar, for examplepX.warn.range = 20,1will trigger thepX.warnelement when lifebar percentage is between 20% and 1% (nearly depleted for lifebar).pX.warn: sprite or animation layer with all the standard elements such as offset, layerno, facing, vfacing, and spr or anim.
For example, for p1 to display animation 6 when the bar is between 20% and 1% (i.e. nearly depleted for lifebar):
p1.warn.range = 20,1
p1.warn.anim = 6
p1.warn.offset = 0,0
p1.warn.layerno = 0
p1.warn.facing = 1
p1.warn.vfacing = 1
Life value
pX.value: followed by usual suffixes to control font, displayed string, and text layout settings (offset, facing, layerno, scale, window)pX.value.text: element that adjusts the displayed string, accepts following variables:%d= life value,%p= percentage life value
Red Life value
pX.red.value: followed by usual suffixes to control font, displayed string, and text layout settings (offset, facing, layerno, scale, window)pX.red.value.text: element that adjusts the displayed string, accepts following variables:%d= red life value,%p= percentage life value
red.value element can store additional value in its name, using following format:
red.value<redlife_value>
fonts added like this replaces default red.value element, if red life value is higher or equals the <redlife_value>. For example pX.red.value100.font means that red life will use the font assigned by this element if player's red life reaches 100, otherwise default pX.red.value element is used. There can be multiple fonts/texts assignments with extra value (no hard limits).
Multiple front elements
front element can store additional value in its name, using following format:
front<life_percentage>
spr / anim added like this replaces default front element, if life percentage is higher or equals the <life_percentage>. For example pX.front90.spr means that lifebar will use sprite/animation assigned by this element if player's health ratio is between 90-100%, otherwise default pX.front element is used. There can be multiple spr/anim assignments with extra value (no hard limits).
Multiple value elements
value element can store additional value in its name, using following format:
value<life_percentage>
fonts added like this replaces default value element, if life percentage is higher or equals the <life_percentage>. For example pX.value means that lifebar will use font/text assigned by this element if player's health ratio is between 90-100%, otherwise default pX.value element is used. There can be multiple fonts assignments with extra value (no hard limits).
Red Life
pX.red: spr/anim assignment, layout settings (offset, facing, vfacing, layerno, scale, angle, window)
Controls Red Life bar visuals. If enabled, the bar is rendered at the bottom (below mid and front elements)
red element can store additional value in its name, using following format:
red<redlife_value>
spr / anim added like this replaces default red element, if red life value is higher or equals the <redlife_value>. For example pX.red100.spr means that red life will use sprite/animation assigned by this element if player's red life reaches 100, otherwise default pX.red element is used. There can be multiple spr/anim assignments with extra value (no hard limits).
Unhardcoded Life depleting behavior
mid.freeze: 0 disables mid element wait during gethit/combo (default: 1)mid.delay: frames before mid element starts decreasing (default: 30)mid.mult: moving relation between mid value and life (default: 1.0)mid.steps: mid value decreasing steps (default: 8)pX.scalefill: allows bars to deplete by scaling the sprite itself instead of cropping it (default: 0)px.range.y: defines a vertical range for the bar, allowing it to deplete vertically when used instead of range.x
[Name] (all variants)
leaderOnTop
Enabling this parameter inverts the drawing order of the members of the team, thus drawing players 1 and 2 on top of their partners.
[Powerbar] (all variants)
Counter text
In mugen counter element is used for printing current powerbar level. Ikemen GO unhardcodes string used by this element.
pX.counter.text: element that adjusts the displayed string, accepts %i variable (replaced with power level)
leaderOnTop
Enabling this parameter inverts the drawing order of the members of the team, thus drawing players 1 and 2 on top of their partners.
Front / mid element shifting
Parameters used for shifting from one spr/anim (front and mid element) into another spr/anim (shift element), depending on amount of power (done by automatically adjusting trans addalpha values of shift element rendered on top of front and mid element)
pX.shift: spr/anim assignment, layout settings (offset, facing, vfacing, layerno, scale, angle, window)mid.shift: set to 1 to make the shift element also affect mid element (default: 0)
Level sound assignment for each player
levelX.snd parameter from now supports pX. prefix in order to optionally differentiate sounds among players (or to disable them for particular player by assigning dummy sound entry).
Multiple front elements
front element can store additional value in its name, using following format:
front<power_value>
spr / anim added like this replaces default front element, if power value is higher or equals the <power_value>. For example pX.front3000.spr means that powerbar will use sprite/animation assigned by this element if player's power reaches level 3 (3000), otherwise default pX.front element is used. There can be multiple spr/anim assignments with extra value (no hard limits).
Power value
pX.value: followed by usual suffixes to control font, displayed string, and text layout settings (offset, facing, layerno, scale, window)pX.value.text: element that adjusts the displayed string, accepts following variables:%d= power value,%p= percentage power value
Configurable lifebar power value rounding
-
p#.counter.format.roundingintdefaults: 1000
Changes the rounding ofp#.counter.text. -
p#.value.format.power.roundingintdefaults: 1
Changes the rounding ofp#.value.text.
Separate bar for each power level
pX.levelbars: 1 changes single bar design into separate bars for each power level (default: 0)~
Multiple fonts
counter.font element can store additional value in its name, using following format:
counter.font<power_value>
font assigned like this replaces default counter.font element, if power value is higher or equals the <power_value>. For example pX.counter3000.font means that powerbar will use this font if player's power reaches level 3 (3000), otherwise default pX.counter.font is used. There can be multiple font assignments with extra value (no hard limits).
Max Params for elements
<elem>Max.
Elements assigned like this replaces default element, if power value is at the <power_max>. For example pX.frontMax.anim means that powerbar will use this front.anim if player's power reaches max level, otherwise default pX.front.anim is used.
[Round]
Default sound for round start
In Mugen round.default.snd assignment didn't work at all. In Ikemen GO it will trigger once there are no more valid 'roundX.snd' sound assignments that match the current round number.
DKO.showdraw
Enabling this parameter will also display the draw game announcement for a double KO.
Fadein/Fadeout anim and snd
fadein.anim: Animation that should play instead of the default fadein effect.fadeout.anim: Animation that should play instead of the default fadeout effect.fadein.snd: Sound that should play at the beginning of the fadein.fadeout.snd: Sound that should play at the beginning of the fadeout.
Single round elements
If it exists, the round.single. group will be used when the match consists of only 1 round.
round.single.offset = 640, 480
round.single.font = 1, 0, 0
round.single.text = "Get ready!"
round.single.displaytime = 60
round.single.scale = 1, 1
round.single.snd = 0, 11
Final round elements
If it exists, the round.final. assignment will trigger in the final round instead of 'roundX.' assignment.
Note: A round is considered "final" when even a draw game will end the match. So it may vary with the maximum draw games setting.
Background and top layers for all round animations
Optional background and top layer functionality was added to the round_default, round_final, fight, ko, dko, to, draw, win, win2, win3 and win4 elements:
.top: top layer feature; allows sprite or animation displayed on top of all other layers. layerno is enabled for this layer but is always rendered last in its respective stack..bgX: where X is a number 0-32. Allows a sprite or animation layer to be displayed under the parent layers (see list of supported parent layers below). Additionally, layerno is enabled for these layers, enabling rendering of animations/sprites in the background or foreground to achieve complex effects (i.e. wrapping around characters).
These layers do not support the displaytime argument: for example, the round.default.bgX layers are erased when round.default and roundX (as applicable) have reached their displaytime, or when callfight is triggered.
Background and top layer functionality is available for these parent elements:
round.default.bgX
round.default.top
round.final.bgX
round.final.top
fight.bgX
fight.top
ko.bgX
ko.top
dko.bgX
dko.top
to.bgX
to.top
draw.bgX
draw.top
win.bgX
win.top
win2.bgX
win2.top
win3.bgX
win3.top
win4.bgX
win4.top
The rendering order for round.default is now as follows:
round.default.bg0
...
round.default.bg32
round.default
roundX
round.default.top
The rendering order for parent elements other than round.default are as follows (example granted with fight element):
fight.bg0
...
fight.bg32
fight
fight.top
Unhardcoded KO slowdown
slow.fadetime: KO slowdown fade length (default: 75% ofslow.time)slow.speed: KO slowdown game speed adjustment (default: 0.25)
Example:
slow.time = 60
slow.speed = 0.25
slow.fadetime = 45
It works as follows: KO slowdown starts as soon as the opponent team is defeated. Total KO slowdown duation is equal slow.time amount of frames (60). The game speed is multiplied by slow.speed value (25%), which in this example lasts for 15 frames (with default speed affected by slow.speed it ends up being 1s), and than is linearly restored to 100% of the original speed in the duration of slow.fadetime (45 frames).
Unhardcoded match fade
fadein.time: round start fade time (default: 30)fadein.col: round start fade color (default: 0,0,0)fadeout.time: round end fade time (default: 30, extendsover.timeiffadeout.timeis longer)fadeout.col: round end fade color (default: 0,0,0)shutter.time: skip intro fade time (default: 15, whole anim is twice as long)shutter.col: skip intro fade color (default: 0,0,0)
Unhardcoded time before fight is called
In mugen time between round element is triggered and the fight is called is hardcoded to 60 frames. In Ikemen GO this value can be adjusted via following parameter:
callfight.time: time to wait before starting fight (default: 60)
Unhardcoded win pose safety timeout
When a round ends, Mugen has a hidden timer of 900 frames after which players will be forcibly sent to their win/lose states even if they are somehow frozen. In Ikemen this timer can be adjusted with the over.forcewintime parameter.
Unique timing for Time Over and Double KO
These announcements no longer necessarily share KO.time and KO.sndtime. Unique timing can be specified with DKO.time, DKO.sndtime, TO.time and TO.sndtime.
Win and drawn elements sound support
If parameter with .snd suffix is specified, win elements (win, win2, win3, win4) and/or drawn element also trigger sound.
Win element team side variants
win elements (win, win2, win3, win4) can be prefixed with p1. and/or p2., allowing lifebar to render different win text/spr/anim for team 1 and team 2.
Win element team size variants
Ikemen GO supports 2 more team size dependant win elements:
win3: for matches with 3 playerswin4: for matches with 4 and more players
If not specified lifebar uses win2 element.
Win type events
Following win type events are supported:
n: win by normal attacks: win by special attackh: win by hyper attackc: win by cheese (defeated when blocking)t: win by time overthrow: win by normal throwsuicide: win by suicideteammate: being defeated by your own teammateperfect: perfect roundclutch: clutch round
perfect win type always happens upon round won without taking any damage. Remaining win types are mutually exclusive.
clutch win type always happens upon round won with health below the clutch.threshold. If the parameter isn't defined, the default is under 10%
Use p1 or p2 prefix, depending on winning team, followed by win type event name, followed by usual parameters:
posbg: spr/anim assignment, layout settings (offset, facing, vfacing, layerno, scale, angle, window)text: followed by usual suffixes to control font, displayed string, and text layout settings (offset, facing, layerno, scale, window)time: how many ticks since KO until text/bg should be rendereddisplaytime: how long to render text/bgsnd: sound to playsndtime: how many ticks since KO until snd should play
Example assignments:
p1.perfect.pos = 0, 0
p1.perfect.bg.offset = 60, 170
p1.perfect.bg.anim = 80
p1.perfect.text.offset = 60, 170
p1.perfect.text.font = 1,0
p1.perfect.text.text = Perfect!
p1.perfect.time = 100
p1.perfect.displaytime = 200
p1.perfect.snd = 1,0
p1.perfect.sndtime = 100
Clutch Win Type Threshold
The threshold required to trigger the clutch win type can be changed using the clutch.threshold parameter. If the parameter isn't defined, the default is 10%.
Example assignment:
clutch.threshold = 5 ;Threshold at 5% health
AI win elements
If it exists, the ai.single group will be used when match is won by a AI controlled opponent.
Example:
ai.win.time = 60
ai.win.offset = 160, 70
ai.win.font = 4,0
ai.win.scale = 0.8, 0.8
ai.win.text = "You Lose!"
ai.win.palfx.time = 50
ai.win.displaytime = 540
ai.win.snd = 3, 1
AI lose elements
If it exists, the ai.lose group will be used when match is won by a Player against a AI controlled opponent.
Example:
ai.lose.time = 60
ai.lose.offset = 160, 70
ai.lose.font = 4,0
ai.lose.scale = 0.8, 0.8
ai.lose.text = "You Win!"
ai.lose.displaytime = 540
ai.lose.snd = 3, 0
[Simul Face]
Up to 8 faces for simul mode
Support for p5, p6, p7, p8 parameters assignment in existing [Simul Face] section.
[Simul Name]
Up to 8 names for simul mode
Support for p5, p6, p7, p8 parameters assignment in existing [Simul Name] section.
[Time]
Multiple fonts
counter.font element can store additional value in its name, using following format:
counter<time_value>.font
font assigned like this replaces default counter.font element, if round time is higher or equals the <time_value>. For example counter10.font means that counter element will use this font if round time is equal or greater than 10s, otherwise default counter.font element is used. There can be multiple font assignments with extra value (no hard limits).
[Turns Face]
Teammates faces
pX.teammate.ko.hide: if set to 1, hide the portrait of a defeated teammate. Defaults to 0.
Teammates palette share
pX.teammate.face.palshare: Enables displaying the teammate portraits with their respective selected colors. Defaults to 1.
[Turns Name]
Teammates names
Additional parameters for displaying turns mode teammates names. Defeated teammates names are not rendered.
pX.teammate.pospX.teammate.bg: spr/anim assignment, layout settings (offset, facing, vfacing, layerno, scale, angle, window)pX.teammate.ko.hide: if set to 1, hide the name of a defeated teammate. Defaults to 0.pX.teammate.name: followed by usual suffixes to control font and text layout settings (offset, facing, layerno, scale, window)pX.teammate.spacing: x, y spacing between teammate names
[WinIcon]
Counter text
In mugen counter element is used for printing how many matches have been won (once internal counter exceeds useiconupto parameter value). Ikemen GO unhardcodes string used by this element.
pX.counter.text: element that adjusts the displayed string, accepts %i variable (replaced with win count)
Clutch Win Icon
This group defines an overlay icon for the clutch win type
Example:
; Win by clutch (overlay icon)
p1.clutch.spr = 108,0
p1.clutch.scale = 0.5,0.5
p2.clutch.spr = 108,0
p2.clutch.scale = 0.5,0.5
New lifebar DEF file sections
[Action]
Definition parameters for displaying text/sprites/anims messages called by LifebarAction state controller.
Supported parameters: (in all cases teamX refers to team side - team1 / team2)
teamX.pos: coords to showteamX.max: maximum number of simultaneous messagesteamX.spacing: x, y spacing between messagesteamX.start.x: starting x-coordsteamX.bg: message background element spr/anim assignment, layout settings (offset, facing, vfacing, layerno, scale, angle, window)teamX.front.offset: offset used by spr/anim called via sctrlteamX.front.scale: scale used by spr/anim called via sctrlteamX.text: followed by usual suffixes to control font and text layout settings (offset, facing, layerno, scale, window)teamX.displaytime: time to show textteamX.showspeed: message showing up speed (1 = instant)teamX.hidespeed: message hiding speed (the larger value, the faster speed)
Refer to data/fight.def (240p) and data/mugen1/fight.def (720p) files for a working example.
[AILevel]
Displays the difficulty level when the player is controlled by the CPU. Supported parameters:
pX.pospX.bg: spr/anim assignment, layout settings (offset, facing, vfacing, layerno, scale, angle, window)pX.text: followed by usual suffixes to control font, displayed string, and text layout settings (offset, facing, layerno, scale, window)pX.text.textelement that adjusts the displayed string, accepts following variables:%s= AI level value (from 1 to 8),%p= AI level displayed as percentage of the max valueformat.decimal.places: to how many decimal places should the AI level be rounded to (0 means no decimal point will be shown at all)format.decimal.separator: what symbol should be used to separate decimal points of the valuepX.enabled.modeName: set to 1 to enable rendering this element in particular game mode (default: 0)
Where pX is p1 and/or p2, depending on team side. modeName should be changed to one of the strings returned by GameMode trigger.
[Guardbar]
Controls guard bar rendering if Guard Break is enabled in the ingame options. The supported parameters are mostly the same as [Lifebar]. In addition it supports the following parameter:
pX.invertfill: a value of 1 will reverse how the bar works, making it empty when the player's points are full, and full when the points are 0.
Example:
[Guardbar]
p1.pos = 266, 61
p1.range.x = -6, -120
p1.invertfill = 0
p1.bg0.anim = 90
p1.bg0.offset = -6, 5
p1.bg0.layerno = 0
p1.bg1.spr = 91, 0
p1.bg1.layerno = 0
p1.front.spr = 92, 0
p1.front.offset = -6, 5
p1.front.layerno = 0
p1.warn.range = 0, 0
p1.warn.spr = 95, 0
p1.warn.palfx.sinadd = 128, 128, 128, 10
p1.warn.palfx.mul = 256, 128, 128
p1.warn.palfx.sinmul = 0, 128, 128, 10
p1.warn.offset = -63, 2
p1.warn.layerno = 0
[Match]
Controls match number element rendering (used by default in modes like Survival, VS 100 Kumite, Boss Rush). Supported parameters:
pos: x, y coordinatesbg: spr/anim assignment, layout settings (offset, facing, vfacing, layerno, scale, angle, window)text: followed by usual suffixes to control font, displayed string, and text layout settings (offset, facing, layerno, scale, window)text.textelement that adjusts the displayed string, accepts following variables:%s= match numberenabled.modeName: set to 1 to enable rendering this element in particular game mode (default: 0)
Where modeName should be changed to one of the strings returned by GameMode trigger.
[Mode]
Allows to render lifebar element that should be unique for particular game mode. Supported parameters:
modeName.pos: x, y coordinatesmodeName.bg: spr/anim assignment, layout settings (offset, facing, vfacing, layerno, scale, angle, window)modeName.text: followed by usual suffixes to control font, displayed string, and text layout settings (offset, facing, layerno, scale, window)
Where modeName prefix should be changed to one of the strings returned by GameMode trigger.
[Score]
Controls score counter element rendering (used by default in modes like Arcade, Score Challenge). Supported parameters:
pX.pos: x, y coordinatespX.bg: spr/anim assignment, layout settings (offset, facing, vfacing, layerno, scale, angle, window)pX.text: followed by usual suffixes to control font, displayed string, and text layout settings (offset, facing, layerno, scale, window)pX.text.textelement that adjusts the displayed string, accepts following variables:%s= score valuepX.enabled.modeName: set to 1 to enable rendering this element in particular game mode (default: 0)
Where pX is p1 and/or p2, depending on team side. modeName should be changed to one of the strings returned by GameMode trigger.
format.integer.pad: integer left padding (leading zeros)format.integer.separator: what symbol should be used as thousands separator (none by default)format.decimal.places: to how many decimal places should the score be rounded to (0 means no decimal point will be shown at all, even if score is added with floating point)format.decimal.separator: what symbol should be used to separate decimal points of the value
[Simul_3P Face]
Face layout for simul team mode consisting of 3 players, replacing [Simul Face], if present.
[Simul_4P Face]
Face layout for simul team mode consisting of at least 4 players, replacing [Simul Face], if present.
[Simul_3P Lifebar]
Lifebar layout for simul team mode consisting of 3 players, replacing [Simul Lifebar], if present.
[Simul_4P Lifebar]
Lifebar layout for simul team mode consisting of at least 4 players, replacing [Simul Lifebar], if present.
[Simul_3P Name]
Name layout for simul team mode consisting of 3 players, replacing [Simul Name], if present.
[Simul_4P Name]
Name layout for simul team mode consisting of at least 4 players, replacing [Simul Name], if present.
[Simul Powerbar]
Powerbar layout for simul team mode, replacing [Powerbar], if present.
[Simul_3P Powerbar]
Powerbar layout for simul team mode consisting of 3 players, replacing [Simul Powerbar], if present.
[Simul_4P Powerbar]
Powerbar layout for simul team mode consisting of at least 4 players, replacing [Simul Powerbar], if present.
[Simul Guardbar]
Guardbar layout for simul team mode, replacing [Guardbar], if present.
[Simul_3P Guardbar]
Guardbar layout for simul team mode consisting of 3 players, replacing [Simul Guardbar], if present.
[Simul_4P Guardbar]
Guardbar layout for simul team mode consisting of at least 4 players, replacing [Simul Guardbar], if present.
[Simul Stunbar]
Stunbar layout for simul team mode, replacing [Stunbar], if present.
[Simul_3P Stunbar]
Stunbar layout for simul team mode consisting of 3 players, replacing [Simul Stunbar], if present.
[Simul_4P Stunbar]
Stunbar layout for simul team mode consisting of at least 4 players, replacing [Simul Stunbar], if present.
[Stunbar]
Controls stun (dizzy) bar rendering if Dizzy is enabled in the ingame options. The supported parameters are mostly the same as [Lifebar]. In addition it supports the following parameters:
pX.invertfill: a value of 1 will reverse how the bar works, making it empty when the player's points are full, and full when the points are 0.
Note: Up until Ikemen GO 0.99 the equivalent of pX.invertfill = 1 was hardcoded.
Example:
[Stunbar]
p1.pos = 390, 61
p1.range.x = -6, -120
p1.invertfill = 0
p1.bg0.anim = 90
p1.bg0.offset = -6, 5
p1.bg0.layerno = 0
p1.bg1.spr = 91, 0
p1.bg1.layerno = 0
p1.front.spr = 93, 0
p1.front.offset = -6, 5
p1.front.layerno = 0
p1.warn.range = 0, 0
p1.warn.spr = 96, 0
p1.warn.palfx.sinadd = 128, 128, 128, 10
p1.warn.palfx.mul = 256, 128, 128
p1.warn.palfx.sinmul = 0, 128, 128, 10
p1.warn.offset = -63, 2
p1.warn.layerno = 0
[Tag Face]
Face layout for tag team mode, replacing [Simul Face], if present.
[Tag_3P Face]
Face layout for tag team mode consisting of 3 players, replacing [Simul Face], if present.
[Tag_4P Face]
Face layout for tag team mode consisting of at least 4 players, replacing [Simul Face], if present.
[Tag Lifebar]
Lifebar layout for tag team mode, replacing [Simul Lifebar], if present.
[Tag_3P Lifebar]
Lifebar layout for tag team mode consisting of 3 players, replacing [Tag Lifebar], if present.
[Tag_4P Lifebar]
Lifebar layout for tag team mode consisting of at least 4 players, replacing [Tag Lifebar], if present.
[Tag Name]
Name layout for tag team mode, replacing [Simul Name], if present.
[Tag_3P Name]
Name layout for tag team mode consisting of 3 players, replacing [Tag Name], if present.
[Tag_4P Name]
Name layout for tag team mode consisting of at least 4 players, replacing [Tag Name], if present.
[Tag Powerbar]
Powerbar layout for tag team mode, replacing [Powerbar], if present.
[Tag_3P Powerbar]
Powerbar layout for tag team mode consisting of 3 players, replacing [Tag Powerbar], if present.
[Tag_4P Powerbar]
Powerbar layout for tag team mode consisting of at least 4 players, replacing [Tag Powerbar], if present.
[Tag Guardbar]
Guardbar layout for tag team mode, replacing [Guardbar], if present.
[Tag_3P Guardbar]
Guardbar layout for tag team mode consisting of 3 players, replacing [Tag Guardbar], if present.
[Tag_4P Guardbar]
Guardbar layout for tag team mode consisting of at least 4 players, replacing [Tag Guardbar], if present.
[Tag Stunbar]
Stunbar layout for tag team mode, replacing [Stunbar], if present.
[Tag_3P Stunbar]
Stunbar layout for tag team mode consisting of 3 players, replacing [Tag Stunbar], if present.
[Tag_4P Stunbar]
Stunbar layout for tag team mode consisting of at least 4 players, replacing [Tag Stunbar], if present.
[Turns Powerbar]
Powerbar layout for turns team mode, replacing [Powerbar], if present.
[Turns Guardbar]
Guardbar layout for turns team mode, replacing [Guardbar], if present.
[Turns Stunbar]
Stunbar layout for turns team mode, replacing [Stunbar], if present.
[Timer]
Controls timer element rendering (used by default in modes like Time Attack and Time Challenge). Supported parameters:
pos: x, y coordinatesbg: spr/anim assignment, layout settings (offset, facing, vfacing, layerno, scale, angle, window)text: followed by usual suffixes to control font, displayed string, and text layout settings (offset, facing, layerno, scale, window)text.textelement that adjusts the displayed string, accepts following variables:%m= minutes,%s= seconds,%x= millisecondsenabled.modeName: set to 1 to enable rendering this element in particular game mode (default: 0)
where modeName should be changed to one of the strings returned by GameMode trigger.
[WinCount]
Controls win counter element rendering (used by default in Versus type modes). Supported parameters:
pX.pos: x, y coordinatespX.bg: spr/anim assignment, layout settings (offset, facing, vfacing, layerno, scale, angle, window)pX.text: followed by usual suffixes to control font, displayed string, and text layout settings (offset, facing, layerno, scale, window)pX.text.textelement that adjusts the displayed string, accepts following variables:%s= win valuepX.enabled.modeName: set to 1 to enable rendering this element in particular game mode (default: 0)
Where pX is p1 and/or p2, depending on team side. modeName should be changed to one of the strings returned by GameMode trigger.