Whoa, can't believe its been a little over a year since my last post, but I'm back with a rather important update, for both the Bonus Game AND the characters.
Bonus Game: https://www.mediafire.com/file/j9o1v7fxfnjrr6f/SoR2IK8.zip/file
Characters: https://www.mediafire.com/file/6k8677tozez2sek/12Char4StagePackIK3.zip/file
Bonus Game changes:
Spoiler, click to toggle visibilty
*Important Change: Replaced all "GetPlayerID()" triggers so that the Bonus Game works in the nightly/future versions of IKEMEN. This also now allows the Bonus Game to be function properly if it's Teamside is 1 (it can be "Player 1" now).
1. Seeker can now be affected by throws or other custom-state attacks. Do note that it will explode as soon as it is out of a custom state.
2. The rate of healing from the special effect "Regeneration" on enemies will now be reduced by 75% once 1000 life has been healed. Prevents enemies from potentially becoming undefeatable (or just hard to KO) by characters with low attack power.
3. The setting for enemies to use the standard guard system now uses the IKEMEN AssertSpecial flag "AutoGuard" instead of the previous weird coding.
4. Fixed some enemies disappearing when defeated in custom state attacks.
5. Fixed objects (the ones containing items) appearing bigger than normal when hit and falling offscreen. These objects also will now always contain an item.
6. Removed the "Anti-projectile" special effect that enemies can spawn with if enabled.
7. Fixed enemies with the "Sub-Elite", "Elite", or "Super-Elite" special effects giving too little extra points.
8. If your teammode is Tag mode, when reaching a point where you are automatically healed (such as the Start of a Boss fight), your team receives 50% less direct healing, but the remaining 50% healing is added as red life, just like when picking up healing items. This also fixes a problem where this auto-heal effect wasn't affecting tagged-out team members.
9. When respawning from being "Fake KO'd", the amount of Power (Super Energy) you get is now either 1/3 of your Max Power or 1000, whichever is lower, instead of always being 1000.
10. Added an option to allow certain enemy attacks to use the special "electrified" and "burned" animations that some characters may have. See the file "AdvancedGuide" for more info.
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In Progress
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These changes aren't active yet, but will be added in a future update.
A. The lifebars for the 4th and 5th enemy (if they exist) will be shown under the main lifebars for the first 3 enemies, with a new "mini" look instead of the previous tiny life bar version.
B. When playing with 3 or 4 players against the bonus game, there will be more assists for Bosses/Mini-Bosses (assuming there are 3 or 4 bonus game characters to match).
C. When playing in Tag mode against the Bonus Game, a new player HUD will be used that properly shows all lifebars and who is currently active/inactive.
Character changes:
Spoiler, click to toggle visibilty
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All characters
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1. Replaced all "GetPlayerID()" triggers so that the characters work in the nightly/future versions of IKEMEN.
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All characters (except Yamato)
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1. It is now possible to combo into the "Forward+Y" special move from most Blitz attacks (some character's attacks have slightly different behavior):
*Max: Can't combo from Lv.2 or Lv.3 Blitz attacks (due to them being grabs).
*Shiva: He and his target will snap back to the ground upon use. Shiva's target will also be stunned as if comboing into a Lv.2/Lv.3 Blitz attack from a Lv.0/Lv.1 Blitz attack.
*Roo: If comboing from a Lv.2/Lv.3 Blitz attack, Roo and his target will snap back to the ground and Roo's target will be stunned.
*Mr.X: Can't combo.
2. Upwards knockback of various aerial attacks reduced to make juggling harder (damage could be racked up pretty fast before).
3. Minimum damage of all hypers is always 50% of original damage even if the "Ability Up" option is off.
4. Fixed Y-Special attacks increasing Red Life instead of reducing it when used without a maxed special meter.
5. Fixed certain throws giving the opponent Red Life instead of reducing it.
6. Power given to opponent upon hitting them heavily reduced.
7. All Hypers can now hit opponents in a L-type state (liedown).
8. Healing items that appear when hitting an opponent (if Ability Up is on) appear less often.
9. When fighting the SoR Bonus Game in Speed Run mode, the Y-Special attacks now deal reduced damage based on your Special meter (1 missing bar = 1/6 less damage). Since you can't get KO'd in Speed Run mode, this fixes the slight exploit where you could spam Y-Special moves with no negative effects.
10. The "Ratio Damage Mods" settings in the Config file have been removed, and are no longer needed now that the characters current attack value can now be read with the "attack" trigger. (You don't have to change each character's config file anymore if you change the default Ratio settings).
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Axel
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1. "Spinning Bare Knuckle" and "Spinning Bare Knuckle+" no longer pass through opponents. Prevents Axel from sliding too far from opponents and potentially missing some hits of those attacks.
2. "Bare Knuckle" & "Bare Knuckle+" now hit 6 times again.
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Adam
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1. "Spinning Knuckle" & "Spinning Knuckle+" no longer pass through opponents. Reason is the same as for Axel.
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Max
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1. Attack power boost removed from "Ability Up" option, instead Max now gains +15% to defence (up from +10%). Max already had naturally high power, so this was causing him to deal way too much damage.
2. The air attacks "Elbow" and "Dropkick" have had their damage values swapped.
3. The base damage of the second hit of Thunder Tackle has been reduced from 150 to 120.
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Skate
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1. Made a change to "360 Attack" so that the max number of hits is 5. Previously could be varied depending on which frame you landed the first hit on.
2. Added missing sprites to his "rolling" animation used for his Blitz attacks.
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Dr.Zan
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1. Added a CLSN1 box to his "ShoulderTackle" attack to make it easier to hit with.
2. Added a tall CLSN1 to "PipeSpin" Lv.2 hyper so the attack can't be avoided simply by crouching. The attack also travels further now.
3. "Electric Reach" starts up faster.
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Shiva/Ultra Shiva
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1. Second hit of "Final Crash" & "Final Crash+" has had its hittime parameter increased from 4 to 30. Fixes problem where it was possible for the opponent to regain control before the third hit.
2. Air attack "Downwards Kick" can't be recovered out of anymore.
3. The downwards kick animation Shiva uses for "Jumping Reverse Kick" and "Jumping Reverse Kick+" has an extra CLSN1 box to prevent the attack from missing some characters when used up-close*.
4. Some CLSN1 boxes on the second half of "Jumping Reverse Kick+" have been made larger to prevent the attack from missing up-close*.
*When using the normal .air file.
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Mr.X
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1. Size of CLSN1 box of the Kick attack during the "Basic Combo" increased, and "Riflebutt" has a larger CLSN1 box when used as part of the "Basic Combo". Helps prevent the combo from not connecting properly.
2. Amount of bullets fired during "Super Tommy Gun" doubled. It was rather low damage overall unless used up-close.
3. "Burst Fire" and "Super Tommy Gun" attacks no longer deal guard damage.
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Yamato
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1a. The weird system where if you lost a round to Yamato you only had to fight the Yamato you didn't defeat has been removed; Yamato now always fully "resets" if he wins a round and isn't in Turns/Ratio mode.
1b. In Turns/Ratio mode, the current Yamato will now be set based on his remaining life at the start of a round. (Example: Yamato 2 is out and wins. The life recovery effect from winning in Turns/Ratio mode pushes his life above 2/3 of his max. In the next round, Yamato 1 will be out again).
2. Max air-speed (forward/backward movement) of Yamato when he jumps increased by 50%. Air-speed acceleration increased by 30%.
3. Fixed a problem where Yamato could guard against attacks.
4. If the "Difficulty Adjustment" option is on, Yamato loses slightly more defense if the AI setting in the options menu is below 8.
5. Yamato's special KO effect will now be used if he is the last character on his team in Turns/Ratio mode and loses.
I've been keeping up with IKEMEN and know that it has removed a certain trigger that my Bonus Game and characters used, making them unplayable in the nightly versions (they would just crash the program).
It took quite a while, but this update replaces those triggers, allowing the Bonus Game and characters to work again in the current nightly version of IKEMEN as of December 2, 2024, and I tested each character plus the Bonus Game to make sure they actually worked. There are several balance updates to the characters too.
As always, if there are any problems, tell me so I can fix them.