sctrls:
- Dialogue sctrl:
https://github.com/K4thos/Ikemen_GO/wiki#sctrlnew_dialogue- Helper immortal parameter:
https://github.com/K4thos/Ikemen_GO/wiki#sctrlchanged_helper_immortal- TagIn leader parameter
- Explod under parameter:
https://github.com/K4thos/Ikemen_GO/wiki#sctrlchanged_explod_under- AssertSpecial autoguard:
https://github.com/K4thos/Ikemen_GO/wiki#sctrlchanged_assertspecial_autoguard- AssertSpecial noinput:
https://github.com/K4thos/Ikemen_GO/wiki#sctrlchanged_assertspecial_noinput- AssertSpecial nokovelocity:
https://github.com/K4thos/Ikemen_GO/wiki#sctrlchanged_assertspecial_nokovelocity- AssertSpecial nopowerbardisplay:
https://github.com/K4thos/Ikemen_GO/wiki#sctrlchanged_assertspecial_nopowerbardisplay- AssertSpecial noturntarget:
https://github.com/K4thos/Ikemen_GO/wiki#sctrlchanged_assertspecial_noturntarget- HitScaleSet sctrl:
https://github.com/K4thos/Ikemen_GO/wiki#sctrlnew_hitscaleset- LifebarAction sctrl:
https://github.com/K4thos/Ikemen_GO/wiki#sctrlnew_lifebaraction- RankAdd sctrl:
https://github.com/K4thos/Ikemen_GO/wiki#sctrlnew_rankadd- fixed anim param commands lowercasing
- fixed AssertSpecial global flags not being reset during pause/superpause - this is not the case in mugen based on PlasmoidThunder's tests
triggers:
- GetHitVar(id):
https://github.com/K4thos/Ikemen_GO/wiki#triggerchanged_gethitvar_id- GetHitVar(playerno):
https://github.com/K4thos/Ikemen_GO/wiki#triggerchanged_gethitvar_playerno- removed DamageCount trigger (since it's no longer used by score.zss and there are better ways to track damage) and ScoreCurrent (score is now tracked per team instead of per character)
- removed following Win trigger variants: WinCheese, WinThrow, WinSuicide, WinTeammate, WinNormal (due to original purpose of these additional win types - lifebar icons - and how engine stores and overwrites this data, it was not reliable for general purpose triggers). WinSpecial and WinHyper still work (and should be reliable now.
- renamed triggers: ScoreRound => Score, TimeLeft => TimeRemaining, TimeRound => TimeElapsed
- renamed NetworkPlayer trigger to IsHost, returning boolean int instead of 1-2:
- select.def AI Ramping can now set the CPU AI Level using float value, AILevel trigger will still return it floored for compatibility reasons, while the AILevelF trigger will return actual ramped value with floating points
- changed attachedchar teamside number from 3 to 0 for TeamSide trigger and teamside hitdef param (-1 instead of 2 internally), just in case we decide to add support for more teams in future
- Rank trigger:
https://github.com/K4thos/Ikemen_GO/wiki#triggernew_rank- TeamLeader trigger:
https://github.com/K4thos/Ikemen_GO/wiki#triggernew_teamleader- TeamSize trigger:
https://github.com/K4thos/Ikemen_GO/wiki#triggernew_teamsize- StageConst trigger:
https://github.com/K4thos/Ikemen_GO/wiki#triggernew_stageconst- StageTime trigger:
https://github.com/K4thos/Ikemen_GO/wiki#triggernew_stagetime- fixed NumEnemy taking into account tagged out (standby) enemies, while EnemyNear didn't (leading to debug flood and potential bugs in char logic). NumEnemy trigger now always returns amount of characters valid for EnemyNear / Enemy redirection (standby enemies are not counted)
- fixed p5name, p6name, p7name, p8name triggers
- fixed ComboCount not working reliably in team modes when one of the opponents dies
- fixed FirstAttack triggering even if default gethit behavior has been overridden via HitOverride
- HitOverridden trigger:
https://github.com/K4thos/Ikemen_GO/wiki#triggernew_hitoverridden- fixed RoundState not returning 4 at the exact same frame for all players
- InDialogue trigger:
https://github.com/K4thos/Ikemen_GO/wiki#triggernew_indialogue- HelperName trigger:
https://github.com/K4thos/Ikemen_GO/wiki#triggernew_helpernamegeneral changes:
- Arcade Paths / Story Mode:
https://github.com/K4thos/Ikemen_GO/wiki#misc_arcs- chars, stages, modes unlocking:
https://github.com/K4thos/Ikemen_GO/wiki#misc_lua_unlock (
https://github.com/K4thos/Ikemen_GO/issues/7)
- external modules loading via config.json and screenpack:
https://github.com/K4thos/Ikemen_GO/wiki#misc_lua_modules- working Network Arcade Co-op and Network Survival Co-op modes (updated default system.def files in screenpack repository)
- no duplicated characters in the same team (this feature has to be enabled in options)
- added StartStage setting to config.json (default starting stage for quick versus, same option also existed in mugen)
- added EscOpensMenu setting to config.json (if changed to false makes the Esc button exit the match instead of opening menu)
- removed DebugMode flag from config.json, it can be now enabled as command line argument instead (-debug). All command line flags are now also documented on wiki:
https://github.com/K4thos/Ikemen_GO/wiki#misc_cmd- scripts updated to use @Wintermourn's rect functions
- refactored lua code a bit (less repetitions, more modes config options via boolean flags)
- support for more than 2 local players (soft locked to up to 8 in default scripts). This change consists of new option setting, a way to customize inputs for each player in-game, all players can control menus, initiate challenger matches, existing co-op modes now also support more players
- new Versus Co-op game mode (team up with another player(s) to defeat co-op team of human opponents)
- shift + d shortcut (quick debug mode toggle, without need to cycle through all players and helpers)
- menu button can no longer completely close the game
- Shiyo Kakuge's add004 rank code adopted for default engine implementation:
https://github.com/K4thos/Ikemen_GO/wiki#misc_rank- functions declared in common1 and common states can be overridden by character, just like states (previously functions could be declared multiple times, each time overwriting previous assignment, which made local overriding not possible)
- unhardcoded challenger and demo mode to global.lua (challenger parameters also moved from lifebar to screenpack [Challenger Info] section)
- unhardcoded turns life recovery to global.lua (restored original ikemen go implementation that is now used if lua code is missing)
- separated life recovery base and bonus config options for ratio mode (previously shared values with turns mode)
- separated rounds to win team setting into tag and simul options
- rounds to win are now set separately for p1 and p2 side (instead of only depending on p2 team mode)
- screenpack [Attract Mode] (Coin-operated Mode) (
https://github.com/K4thos/Ikemen_GO/issues/25)
- re-enabled animated continue screen support (legacy continue screen is used if new parameters are not present in system.def)
- improved coins support: credits displayed in continue screen, can be disabled in options (if set to 0), and added during game (button and sound adjustable in screenpack)
- default Tag code rewritten to resemble MvCI with free form Active Switch and Counter Switch mechanics. More info:
https://github.com/K4thos/Ikemen_GO/wiki/wip#tag-team-mode- old Tag code moved into tag_base.zss file (unused), revised to follow new default Tag structure and smother velocities (values adopted from add004), while still retaining old functionality (it's now a lot more polished and reliable though, it's recommended for people that worked on top of the old one to reapply their changes using this file as base)
- new preloading system: sff loaded only once per character, preloading animation data and sprites required for animated portraits, takes comparable amount of time to mugen 1.1 loading. Having portraits at the beginning of sff is still recommended since it reduces loading time significantly. Preload time can be further optimized by preparing dedicated "preload.sff" file with all the required sprites and palettes, and placing it in the character's directory that contains def file - in such case it will be read instead of main sff file during initial loading (with this the loading should be pretty much instant)
- removed SafeLoading flag from config.json (hopefully no longer needed, having it still available could lead to people unintentionally leaving it enabled)
- removed bunch of legacy functions and code that was redundant since the first ikemen plus release (for this reason LegacyMode setting in config.json is gone too)
- High Scores support (
https://github.com/K4thos/Ikemen_GO/issues/6) (modes that can be "completed" automatically creates ranking data, after finishing the mode you can type your name, arcade ranking is displayed in attract mode and as part of intro loops, also manually viewable after pressing start button, when a mode with ranking data is highlighted in main menu, adjustable via screenpack)
- negative statedef -4 now executes also during custom states (like statedef -2)
- kfmZ character coded entirely in ZSS language added to screenpack repository (contributed by Kamekaze)
- unhardcoded distance between team members at the round start: ttps://github.com/K4thos/Ikemen_GO/wiki#stage_playerinfo_p1p3dist
general fixes:
- fixed netplay not ending when one of players pressed esc (blinking menu)
- fixed data clearance in co-op modes (p2 being able to select more than 1 character after returning to menu via esc)
- fixed p2 losing controls in online coop modes
- fixed p1 and/or p2 losing controls if any match (including demo) was active before players synchronization
- fixed attachedchar being lost in turns team mode
- fixed roundLoop parameter not taking into account main stage in loop cycle
- fixed score.zss code not taking into account projectile damage
- clear data in game modes that are not dependent on score but can be negatively affected by debug keys usage (time based modes, survival wins count etc.) won't be saved to stats.json, if debug keys giving advantage to winner's side were used
- fixed roundXdef stage parameters not being properly cleaned when switching stages
- fixed screen blinking during first frame of continue screen and between randomtest matches
- fixed sounds not being stopped after round is over, during victory screen and during Turns mode character changes
- fixed problem with match loading (black screen) when one of the characters without any palette assigned via def (mugen 1.1 pal system) had palette with group 0, index 0 in sff present before pals group 0, index 1-12
- fixed life recovery being applied to single mode character if opponent uses turns mode
- fixed score and time challenge modes not updating leading score/time (due to stats.json table not being sorted)
- fixed non-player type helpers being affected by KO velocity
- fixed debug mode not being able to display player data in uneven teams and for attached stage char (previously debug toggle disabled debug mode in the first instance of not assigned player)
- fixed generic controllers without glfw mapping not reacting to button presses during gamepad keys configuration
- fixed lua code errors during match not terminating the engine
- fixed instability during initial loading (previously the engine crashed randomly during preloading larger rosters, now it should remain stable regardless of size - tested on compilation with 674 characters, 763 stages, 11 GB size)
- fixed storyboard widescreen text cropping and animation scaling (
https://github.com/K4thos/Ikemen_GO/issues/75)
- fixed sffv2 randomly chosen palettes repetitions in case of less than 12 palettes
- fixed problem with loading (black screen) when sffv2 palette was added with group 1, index 0
- fixed inaccurate maxmatches behaviour (in mugen at least 1 match against particular order is enforced even if there are not enough unique characters with such order to form a team)
- fixed round reset shortcut (F4) triggering round change when RoundLoop stage parameter is enabled
- fixed debug mode state time that was always advanced by 1 compared to what was reported at the exact frame by Time trigger (change implemented only in global.lua rather than directly in scrpt.go "time" function, not sure if this is the right approach)
- fixed 'single' select.def charparam not working in survival and bossrush modes
lifebar related:
- added multiline support for lifebar combo text (via "\n")
- fixed combo counter positioning not taking into account scale parameter
- fixed differences in how combo counter works in simul/tag team modes (now it should behave like mugen 1.1)
- fixed fonts loading when path is relative to motif dir and game is started via command line
- fixed KO rendering when anim frame is set to last infinitely (-1)
- fixed not playing fight.snd and wrong time players get control after fight is started (previously engine waited for round anim to finish, which is not the case in mugen)
- fixed fight.sndtime not having default value (100 in mugen)
- fixed problems with tag point character elements assignment during round reload and delay at the round 2 and later rounds start, auto player slot movement will now work only if optional TagIn leader parameter is used
- text parameter under [Round] section support newline breaks (via \n)
- shift element for all groups with front element: shifts from one spr/anim (front element) into another spr/anim (shift element), depending on amount of life/power (done by automatically adjusting trans addalpha values of shift element rendered on top of front element)
- mid.shift parameter: makes the shift element also affect mid element (default: 0)
- format.decimal.places and format.decimal.separator parameters for [AILevel] section
- unhardcoded time before fight is called:
https://github.com/K4thos/Ikemen_GO/wiki#lifebar_existing_round_callfight- separate bar for each power level:
https://github.com/K4thos/Ikemen_GO/wiki#lifebar_existing_powerbar_levelbars- layerno = -1:
https://github.com/K4thos/Ikemen_GO/wiki#lifebar_existing_all_layerno- [Action] group:
https://github.com/K4thos/Ikemen_GO/wiki#lifebar_new_actionscreenpack related:
- select.def [StoryMode] section
- 'arcadepath' and 'ratiopath' parameters (both select.def character parameters and character's DEF file [Arcade] section parameters)
- removed select.def 'rivals' parameter (use arcadepath/ratiopath instead)
- renamed various screenpack parameters unique to ikemen go to more self-explenatory names/conventions closer to vanilla mugen parameters
- rearranged default option screen menus ('Arcade Settings' and 'Gameplay Settings' merged into 'Game Settings'; 'Team Settings' separated to submenus for each team mode)
- when randomly selected, cursor.done is now rendered on top of actual cell that contains the character instead of randomselect cell (makes it clear which characters can't be selected when TeamDuplicates option in config.json is set to false)
- fixed screenpack p1.name.font and offset [Victory Screen] parameters being set by default (in mugen when they are commented out nothing is rendered)
- fixed screenpack window parameters not taking into account window coords set in opposite direction (x2 < x1 or y2 < y1)
- fixed how screenpack window parameters affect portraits (previously x1 and y1 coords were not subtracted from x2 and y2)
- fixed enabled win screen parameters not being taken into account
- removed 2 undocumented screenpack features that didn't exist in mugen: select screens rendered individually for player 1 and 2 and scrolling rows (they were not compatible with more than 2 players and their removal allowed to simplify start.lua code)
- fixed title screen cursor.done.snd being played in option screen
- fixed cursor.move.snd being played instead of cursor.done.snd when entering keyboard/gamepad menu
- stage portrait background element (stage.portrait.bg.spr / stage.portrait.bg.anim)
- Rank art contributed by President Devon added to default screenpack
- new glyphs art contributed by Rurouni added to screenpack repository
- Shiyo Kakuge's add004 Tag switch art added to default fightfx
- fixed problem with stage fonts/portraits disappearing during select screen fade out
- added support for stage preview background spr/anim
- fixed results screen show.time parameters not being taken into account
- screenpack fadein.anim and fadeout.anim parameters support for all screen transitions (allows to display animation instead of normal fading and/or delay screen transition)
- order select buttons functionality adjustable via [vs screen] parameters: pX.key.next, pX.key.previous, pX.key.orderup, pX.key.orderdown, pX.key.accept (pX = p1 or p2)
- fixed screenpack parameter name conflicts between menu system and key settings (could lead to crash in case of missing menu declaration)
- animated portraits support:
https://www.youtube.com/watch?v=IEmYSaSTWcA- turns mode victory screen can now display whole team (previously limited only to match participants)
- select screen slide now resets after changing cell, animated small portraits (features adopted from latest MugenHook)
- removed preloading settings from options screen (simplified yes/no option may come back in future)
- reset (Round Reset) and reload (Rematch) itemnames added as possible options in pause menu (disabled by default)
- option screen key settings itemname disabling and rearranging consistent with other screens (previously keys couldn't be disabled and their order was fixed)
master
Others:
- a way to disable rank displaying on per character basis, also changed vsscreen select.def param to be checked against whole p2 side team
- fixed AttachedChar affecting time over
- fixed menu window cropping
- Update OpenAL to new version
- attract mode start screen (
https://github.com/K4thos/Ikemen_GO/wiki#misc_attract)
- fixed randomselect updating in case of only 1 character
- amount of matches can be also customized via select.def bossrush.maxmatches settings (can be left empty to fight every boss). Previously all matches were randomized (order param not taken into account)
- fixed attachedchar affecting time over
- New HitScale SCTRL
- fixed watch mode portraits
- Better error reporting on config file and render initialization errors
- fixed helper kovelocity
- RemapPal and RemapSprite working on lifebar portraits
- justify parameter (auto adjusting portraits spacing depending on team size)
- fixed F1 gamepad input config shortcut skipping first key
- more informative error message in case of typos in launchFight character assignments
- unhardcoded counter shake intensity:
https://github.com/K4thos/Ikemen_GO/wiki/Lifebar-features#existing_combo_shake- fixed attachedchar affecting power and life sharing
- preserve Explod parameter:
https://github.com/K4thos/Ikemen_GO/wiki/State-controllers#changed_helper_preserve- more informative error for failed sff preloading
- fixe -lifebar cmd argument
- proper dialogue reset after round reloading