; -=====================================================- ; Configuration file for Ikemen GO ; -=====================================================- ; ------------------------------------------------------------------------------- ; Common data running on characters, affecting match globally. ; Common parameters support arrays with comma-separated values. ; Multiple categories can be specified by appending a unique numeric suffix to ; their names (e.g., States0 = ..., States2 = ...). [Common] ; Common animations using character's local sprites Air = data/common.air ; Common commands Cmd = data/common.cmd ; Common constant variables Const = data/common.const ; Common states (CNS or ZSS) States = data/functions.zss, data/action.zss, data/demo.zss, data/dizzy.zss, data/guardbreak.zss, data/score.zss, data/system.zss, data/tag.zss, data/training.zss, data/saki.zss, data/M3.zss, data/FrameBar.zss ; Common packs of graphic and/or sound effects called during the match by using ; a specific prefix before animation and sound numbers (like lifebar fightfx) Fx = data/gofx/gofx.def ; External modules (no need to add modules placed in external/mods directory) Modules = ; Pure Lua code executed on each frame during match Lua = loop() ; ------------------------------------------------------------------------------- [Options] ; Basic options ; Game difficulty Level (1-8) Difficulty = 5 ; Life % Life = 120 ; Round Time Time = 99 ; Controls game speed. The default setting is 0 (Normal speed, 60 FPS). ; Each step increases or decreases the FPS by GameSpeedStep. The valid range is from -9 to 9. GameSpeed = 0 GameSpeedStep = 5 ; Rounds to win a match (can be overwritten by Team modes variants) Match.Wins = 2 ; Max number of draw games allowed (-1 for infinite, -2 for fight.def setting) Match.MaxDrawGames = -2 ; Starting credits (continues) count outside Attract Mode Credits = 10 ; Continuing without character selection screen QuickContinue = 0 ; Auto guarding when no buttons are pressed AutoGuard = 0 ; Enables guard break mechanics and fight.def [Guardbar] rendering GuardBreak = 1 ; Enables dizzy mechanics and fight.def [Stunbar] rendering Dizzy = 0 ; Enables red life mechanics and fight.def [Lifebar] red element rendering RedLife = 1 ; Team-only options ; Enables teams with duplicated characters Team.Duplicates = 1 ; Enables team life sharing Team.LifeShare = 0 ; Enables team power sharing Team.PowerShare = 1 ; Life adjustment for the disadvantaged team Team.SingleVsTeamLife = 100 ; Min Simul team size (2-4) Simul.Min = 2 ; Max Simul team size (2-4) Simul.Max = 4 ; Rounds to win a match in Simul team mode Simul.Match.Wins = 2 ; Defeating team member ends the match Simul.LoseOnKO = 1 ; Min Tag team size (2-4) Tag.Min = 2 ; Max Tag team size (2-4) Tag.Max = 4 ; Rounds to win a match in Tag team mode Tag.Match.Wins = 2 ; Defeating team member ends the match Tag.LoseOnKO = 0 ; Multiplier for scaling round time based on team size in Tag team mode. ; (e.g., 1.0 for proportional scaling, 0.5 for half-rate, 0 to disable). Tag.TimeScaling = 1.0 ; Min Turns team size Turns.Min = 2 ; Max Turns team size (unlimited) Turns.Max = 4 ; Percentage of max life recovery Turns.Recovery.Base = 0 ; Percentage of remaining round time life recovery bonus Turns.Recovery.Bonus = 27.5 ; Percentage of max life recovery Ratio.Recovery.Base = 12.5 ; Percentage of remaining round time life recovery bonus Ratio.Recovery.Bonus = 20 ; Ratio levels Attack / Life multipliers Ratio.Level1.Attack = 0.82 Ratio.Level1.Life = 0.8 Ratio.Level2.Attack = 1 Ratio.Level2.Life = 1 Ratio.Level3.Attack = 1.17 Ratio.Level3.Life = 1.17 Ratio.Level4.Attack = 1.3 Ratio.Level4.Life = 1.4 ; ------------------------------------------------------------------------------- [Config] ; Motif to use. Motifs are themes that define the look and feel of Ikemen GO. Motif = data/ArknightsUnleash/system.def ; Max amount of player-controlled characters (2-8) Players = 4 ; Preferred language (ISO 639-1), e.g. en, es, ja, etc. ; See http://en.wikipedia.org/wiki/List_of_ISO_639-1_codes ; Use 'system' to automatically detect the system language. Language = en ; Maximum number of afterimage sprites allowed per player. ; Set to a lower number to save memory. AfterImageMax = 512 ; Maximum number of explods allowed per player. Hitsparks also count as explods. ; Set to a lower number to save memory. ExplodMax = 512 ; Maximum number of helpers allowed per player. ; Set to a lower number to save memory. HelperMax = 56 ; Maximum number of projectiles allowed per player. ; Set to a lower number to save memory. ProjectileMax = 256 ; Maximum number of palettes allowed per player. PaletteMax = 100 ; Maximum number of texts allowed per player. ; Set to a lower number to save memory. TextMax = 128 ; Enable sprite position interpolation when Framerate is faster than game logic. TickInterpolation = 1 ; Zoom toggle (0 disables zoom for stages coded to have it). ZoomActive = 1 ; Toggles if Esc key should open Pause menu. EscOpensMenu = 1 ; Toggles match info loading during versus screen (currently not functional). ; BackgroundLoading = 0 ; This is 1 the first time you run IKEMEN. FirstRun = 0 ; Title of the application window. WindowTitle = Ark-Unleash ; Window icon. Define multiple sizes as an array with comma-separated values. WindowIcon = external/icons/IkemenCylia_256.png, external/icons/IkemenCylia_96.png, external/icons/IkemenCylia_48.png ; Lua script file initializing motif and game mode logic loop. System = external/script/main.lua ; Path to the directory where F12 screenshots will be saved. ScreenshotFolder = ; Path to character automatically loaded as P2 in training mode. Leave it blank ; to allow manual selection. TrainingChar = ; Path to stage automatically loadad in training mode. Leave it blank ; to allow manual selection. TrainingStage = stages/xunlianchang.def ; Path to a database of game controller mappings (currently not functional). GamepadMappings = external/gamecontrollerdb.txt ; ------------------------------------------------------------------------------- [Debug] ; Set to 0 to disallow switching to debug mode by pressing Ctrl-D. AllowDebugMode = 0 ; Set to 1 to allow debug keys. AllowDebugKeys = 0 ; Clipboard rows ClipboardRows = 2 ; Console rows ConsoleRows = 15 ; Clsn view screen darkening ClsnDarken = 1 ; Set to 1 to dump the Lua tables used by the scripts (useful for debugging). ; Note: enabling this increases load time due to additional I/O operations. DumpLuaTables = 0 ; Path to debug font Font = font/debug.def ; Debug font scale FontScale = 0.5 ; Default starting stage for quick versus. StartStage = stages/stage0-720.def ; Set to nonzero to force stages to have the specified zoom scale factors. ; This option has no effect on stages that have either zoomin or zoomout ; parameter set to a value other than the default of 1. ; This is a debug parameter and may be removed in future versions. ForceStageZoomout = 0 ForceStageZoomin = 0 ; Set to 1 to force AutoZoom on all stages that don't have it explicitly defined ; or have a custom zoomout value set. ForceStageAutoZoom = 0 ; Set to 1 to prevent character SFF files from being reloaded when Shift+F4 is used. KeepSpritesOnReload = 0 ; macOS Command Key in place of Ctrl for hotkeys (enabled by default) MacOSUseCommandKey = 1 ; Game speed multiplier when launching with the -speedtest option SpeedTest = 100 ; ------------------------------------------------------------------------------- [Video] ; Screen rendering mode. ; OpenGL ES 3.2 (Android only, default) ; OpenGL 3.2 (desktop only, default) ; OpenGL 2.1 (desktop only, not supported by MacOS) ; Vulkan 1.3 (desktop only, experimental) RenderMode = OpenGL 3.2 ; Game native width and height. ; Recommended settings are: ; 640x480 Standard definition 4:3 ; 1280x720 High definition 16:9 ; 1920x1080 Full HD 16:9 GameWidth = 1920 GameHeight = 1080 ; In windowed mode, this specifies the window size. ; In exclusive fullscreen mode, this specifies the screen size. ; 0 defaults values to GameWidth / GameHeight. WindowWidth = 0 WindowHeight = 0 ; Set to 1 to start in fullscreen mode, 0 for windowed. This enables exclusive ; fullscreen, which may give better performance than windowed mode. Fullscreen = 0 ; Toggles borderless fullscreen mode (ignored if Fullscreen = 0) Borderless = 0 ; Toggles bilinear filtering for sprites using RGB color formats (non-indexed). RGBSpriteBilinearFilter = 1 ; Set the target number of frames to render per second. ; Adjusts rendering performance without affecting the game logic speed. Framerate = 60 ; Toggles syncing frame rate with display refresh rate to prevent screen tearing. ; May increase input lag. VSync = 1 ; Multisample anti-aliasing samples. Acceptable values are powers of 2 (2 to 32). ; Higher values provide better visual quality but may decrease performance. MSAA = 4 ; Toggles centering initial window position. WindowCentered = 1 ; Paths to the post-processing shaders (with name, without file extension). ; Multiple shaders can be defined as an array, with values separated by commas. ExternalShaders = ; Toggles Window Scale mode between nearest (0) and bilinear (1). WindowScaleMode = 1 ; Video aspect ratio used during matches. ; Modes: ; 0, 0 -> Resolution aspect ratio ; -1, -1 -> Stage aspect ratio ; w, h -> Custom aspect ratio (e.g. 4:3, 16:9, 16:10) FightAspectWidth = -1 FightAspectHeight = -1 ; Toggles Keep Aspect mode. KeepAspect = 1 ; Toggles 3D Model support. EnableModel = 1 ; Toggles 3D Model Shadow support. EnableModelShadow = 1 ; Toggles debug mode(Vulkan only), more error info will be printed, will impact performance. RendererDebugMode = 0 ; ------------------------------------------------------------------------------- ; Sound configuration [Sound] ; Set the sample rate of the game audio. Higher rates produce better quality ; but require more system resources. Lower the rate if you are having problems ; with sound performance. ; Currently accepted values are 22050, 44100, or 48000. SampleRate = 44100 ; Path to the SoundFont (.sf2) file used for MIDI / synth-based audio rendering. SoundFont = sound/soundfont.sf2 ; Set the following to 1 to enable stereo effects in-game. ; Set to 0 to disable. StereoEffects = 1 ; This is the range of the sound panning (0-100). This value equals max panning ; volume percentage difference between left and right channel, when players ; trigger sounds at the opposite sides of the screen. The higher it goes, the ; more stereo separation on sound effects. ; Only valid if StereoEffects is set to 1. PanningRange = 30 ; Number of voice channels to use (1-256). WavChannels = 32 ; This is the master volume for all sounds, in percent (0-100). MasterVolume = 80 ; Master volume for all sounds, in percent during pause menu (0-100). PauseMasterVolume = 100 ; This is the volume for sound effects and voices, in percent (0-100). WavVolume = 100 ; This is the master volume for music (0-100). BGMVolume = 50 ; bgm.volume cap (100-250). MaxBGMVolume = 100 ; Toggles level of audio signal reducing by the presence of another signal. AudioDucking = 0 ; Enables BGM swapping to RAM. This is required for looping to work properly with ; some formats (namely FLAC). If I.K.E.M.E.N-Go hangs or crashes on your system, ; try setting this to 0, at the cost of potential skipping during loop points. BGMRAMBuffer = 1 ; ------------------------------------------------------------------------------- [Arcade] ; Arcade Mode AI palette selection ; Set to 0 for computer to choose first possible pal.defaults color. ; Set to 1 for computer to randomly choose a color. AI.RandomColor = 0 ; Survival Mode AI palette selection AI.SurvivalColor = 1 ; Enables AI ramping AI.Ramping = 1 ; Arcade / Time Attack single mode AI ramping ; For both parameters below, the first number corresponds to the number of ; matches won, and the second number to the AI difficulty offset. The actual ; difficulty is the sum of the AI difficulty level (set in the options menu) ; and the value of the offset at a particular match. ; AIramp.start = start_match, start_diff ; AIramp.end = end_match, end_diff ; The difficulty offset function is a constant value of start_diff from the ; first match until start_match matches have been won. From then the offset ; value increases linearly from start_diff to end_diff. After end_diff matches ; have been won, the offset value is end_diff. ; e_d /---------- ; / ; s_d _______/ ; ^ ^ ^ ^ ; 1st_m s_m e_m last_m ; For example, if you have: ; AIramp.start = 2,0 ; AIramp.end = 4,2 ; For 6 matches at level 4, the difficulty will be (by match): ; 4,4,4,5,6,6 arcade.AIramp.start = 2, 0 arcade.AIramp.end = 4, 2 ; Arcade / Time Attack team modes AI ramping (sans Ratio) ; For 4 matches at level 4 and default values, the difficulty will be: ; 4,4,5,6 team.AIramp.start = 1, 0 team.AIramp.end = 3, 2 ; Arcade / Time Attack Ratio mode AI ramping ; For 4 matches at level 4 and default values, the difficulty will be: ; 4,4,5,6 ratio.AIramp.start = 1, 0 ratio.AIramp.end = 3, 2 ; Survival Mode AI ramping ; For 16 matches at level 4 and default values, the difficulty will be: ; 1,1,1,2,2,3,3,4,4,4,5,5,6,6,7,7,8 survival.AIramp.start = 0, -3 survival.AIramp.end = 16, 4 ; ------------------------------------------------------------------------------- [Netplay] ; Port number open in your router for directing outside traffic (Port Forwarding) ListenPort = 7500 ; List of saved IP addresses that will populate the netplay connection menu ; IP. = IP.localhost = 127.0.0.1 ; Toggles experimental rollback netcode in place of traditional delay netcode. RollbackNetcode = 0 ; Number of frames of input delay applied to local inputs to mitigate rollbacks. Rollback.FrameDelay = 2 ; Time in milliseconds after a connection stalls before the player is notified. Rollback.DisconnectNotifyStart = 1000 ; Time in milliseconds after a connection stalls before the match is terminated. Rollback.DisconnectTimeout = 3000 ; Rollback debugging parameters (toggles). Rollback.LogsEnabled = 0 Rollback.SaveStageData = 0 Rollback.DesyncTest = 0 Rollback.DesyncTestFrames = 0 Rollback.DesyncTestAI = 0 ; ------------------------------------------------------------------------------- [Input] ; If enabled, button inputs will wait one additional frame before registering, ; making button combinations easier to perform but adding one frame of input lag. ButtonAssist = 1 ; Allows setting how simultaneous opposing cardinal directions should be resolved ; 0: No resolution (allows pressing both directions at the same time) (Mugen) ; 1: Last input priority (only the last direction is registered) ; 2: Absolute priority (F has priority over B. U has priority over D) ; 3: First direction priority (Only the first direction is registered) ; 4: Deny either direction (Ikemen default) ; Currently, this option only works in local play. During netplay, type 4 is enforced. SOCDResolution = 4 ; Analog stick sensitivity ControllerStickSensitivity = 0.5 ; XInput trigger sensitivity XinputTriggerSensitivity = 0.5 ; ------------------------------------------------------------------------------- [Keys_P1] Joystick = -1 GUID = up = w down = s left = a right = d a = j b = k c = l x = u y = i z = o start = RETURN d = p w = BACKSPACE menu = RBRACKET [Keys_P2] Joystick = -1 GUID = up = UP down = DOWN left = LEFT right = RIGHT a = KP_1 b = KP_2 c = KP_3 x = KP_4 y = KP_5 z = KP_6 start = KP_0 d = KP_7 w = KP_8 menu = KP_9 [Keys_P3] Joystick = -1 GUID = up = Not used down = Not used left = Not used right = Not used a = Not used b = Not used c = Not used x = Not used y = Not used z = Not used start = Not used d = Not used w = Not used menu = Not used [Keys_P4] Joystick = -1 GUID = up = Not used down = Not used left = Not used right = Not used a = Not used b = Not used c = Not used x = Not used y = Not used z = Not used start = Not used d = Not used w = Not used menu = Not used [Joystick_P1] Joystick = 0 GUID = up = DP_U down = DP_D left = DP_L right = DP_R a = A b = B c = RT x = X y = Y z = RB start = START d = LB w = LT menu = BACK RumbleOn = 1 [Joystick_P2] Joystick = 1 GUID = up = DP_U down = DP_D left = DP_L right = DP_R a = A b = B c = RT x = X y = Y z = RB start = START d = LB w = LT menu = BACK RumbleOn = 1 [Joystick_P3] Joystick = 2 GUID = up = DP_U down = DP_D left = DP_L right = DP_R a = A b = B c = RT x = X y = Y z = RB start = START d = LB w = LT menu = BACK RumbleOn = 1 [Joystick_P4] Joystick = 3 GUID = up = DP_U down = DP_D left = DP_L right = DP_R a = A b = B c = RT x = X y = Y z = RB start = START d = LB w = LT menu = BACK RumbleOn = 1