;--------------------------------------------------------------------- [Characters] ;Insert characters here ;Use the format: ; charname, stagefilename ; ;eg. For a player with filename "kfm", ; and stage filename "stages/mybg.def" ;type: ; kfm, stages/mybg.def ; ;If you want to load a different def file, you can enter it ;as a directory plus the def file. This example loads up ;chars/kfm/alt-kfm.def: ; kfm/alt-kfm.def, stages/mybg.def ; ;If you put "random" as the stagefilename, then a random stage will ;be selected for that player. eg. ; kfm, random ; ;Optional parameters may follow on the same line, separated ;by commas. Each parameter has the form: ; paramname = paramvalue ;where paramname is the name of the parameter type, and ;paramvalue is the value to assign that parameter. ;The optional parameters are: ; ; - music ; Set the paramvalue to the name of the music file to use ; as the BGM for that character. This overrides the bgmusic ; parameter in the stage's .def file, so you can re-use the ; same stage for multiple characters, but have a different ; BGM playing for each person. ; ; - includestage ; Set the paramvalue to 0 to avoid including this stage ; in the stage select list (in VS, training modes, etc) ; ; - order ; Set the paramvalue to the ordering priority to give the ; character. Valid values are from 1 to 10. A smaller value ; means you will fight the character sooner. You will never ; fight an order 2 character before an order 1 character, ; and never an order 3 character before an order 2 one. ; For example, you might want to set your boss character ; to have order=3. The default order value is 1 if you omit ; this param. See *.maxmatches under [Options] for how to ; limit the number of matches per order priority. ; ; Some examples: ; kfm, stages/mybg.def, includestage=0 ; kfm, stages/mybg.def, music=sound/song.mp3 ; kfm, stages/mybg.def, music=sound/song.mp3, includestage=0 ; kfm, stages/mybg.def, order=3 ; ;You can also add a randomize icon to the select screen. To do ;this, put the word "randomselect" on a line of its own, with no ;extra parameters. genjuro, stages/susuki.def, order=2 ;yes stage yes music haohmaru, stages/bloom.def, order=3 ;yes stage yes music jubei, stages/bamboo.def, order=2 ;yes stage yes music ukyo, stages/ss2ukyo.def, order=1 ;yes stage yes music randomselect ;BETTER NOT MOVE THIS BOX AWAY... kazuki, stages/ss4dohsaki.def, order=4 ;yes stage yes music sogetsu, stages/majou.def, order=4 ;yes stage yes music Yoshitora_Tokugawa, stages/gairyu.def, order=1 ;yes stage yes music moriya, stages/LB-MoriyaStage.def, includestage=0, order=1 ;yes stage yes music setsuna, stages/battlefi.def, order=4 ;yes stage yes music tamtam, stages/ss4koga.def, order=1 ;yes stage yes music Shizumaru, stages/tosa.def, order=3 ;yes stage yes music Sieger, stages/siegerbg.def, order=1 ;yes stage yes music Rimururu, stages/RimururuBG.def, order=3 ;yes stage yes music newnako, stages/brook.def, order=3 ;yes stage yes music hanzo, stages/hanzo.def, order=2 ;yes stage yes music washizuka, stages/yuki_machi_2.def, order=2 ;yes stage yes music kaede, stages/BlueSky.def, order=1 sokaku, stages/farwest.def, order=1 ;yes stage ;yes music zantetsu, stages/village.def, order=1 bishamon, stages/abaraya.def, order=1 ;yes stage yes music galford, stages/ss2galfordbg.def, order=1 ;yes stage yes music Basara, stages/ghosts_scenery.def, order=1 ;yes stage yes music EarthQuake, stages/ss2earthquake.def, order=2 ;yes stage yes music hanzo_ss2, stages/hanzo.def, order=1 ;yes stage yes music Gaira, stages/ss2nicotinebg.def, order=1 ;yes stage yes music nicotine, stages/ss2nicotinebg.def, order=1 ;yes stage yes music vide enja, stages/gairyu.def, order=1 ;no stage no music kyoshiro, stages/ss2kyosiro.def, order=2 ;yes stage yes music okina, stages/Falls.def, order=3 ;yes stage yes music Charlotte, stages/ss2charlotte.def, order=1 ;yes stage yes music amano, stages/bridge.def, order=1 ;yes stage yes music shigen, stages/graveyard.def, order=1 ;no stage yes music leerekka, stages/LeeRekkabg.def, order=1 ;yes stage yes music vide vide, vide, vide, shiki, stages/svc_chapel.def, order=2 ;yes stage yes music kagami, stages/kagami.def, order=1 ;yes stage yes music yumeji, stages/yumeji.def, order=2 ;yes stage yes music kojirohsanada, stages/yuki_machi_2.def, order=1 ;yes stage yes music vide, vide, vide, vide, vide, A-Haohmaru, stages/haohmaru2.def, order=1 ;yes stage yes music hibiki, stages/night.def, order=1 ;yes stage yes music yuki, stages/Yukibg.def, order=1 ;yes stage yes music vide, vide, vide, vide, vide, vide, vide vide vide vide, vide, vide, vide, vide, Kouryu, stages/LB2-GateStage.def, includestage=0, order=7 ;yes stage yes music Kuroko, stages/ss2kuroko.def, order=5 ;yes stage yes music zankuro, stages/ZaCastle.def, order=6 ;yes stage yes music r_miduki, stages/Osorezan.def, order=2 ;yes stage yes music amakusa, stages/AmCastle.def, order=1 ;yes stage yes music magaoh, stages/battlefield.def, includestage=0, order=6 ;no stage ;no music vide, vide, vide, vide, vide, vide,;;; vide, vide, vide, vide, ;----------------------- [ExtraStages] ;Put extra stages here. They will be available in VS and Watch modes. ;For example, you can insert "stages/mybg.def". stages/Fukae.def stages/graveyard.def stages/gairyu.def stages/shrine.def stages/BlackDahliaCruiser.def ;--------------------------------------------------------------------- [Options] ;Here you set the maximum number of matches to fight before game ends ;in Arcade Mode. The first number is the number of matches against ;characters with order=1, followed by order=2 and order=3 respectively. ;For example, for 4,3,1 you will fight up to 4 randomly-picked ;characters who have order=1, followed by 3 with order=2 and 1 with ;order=3. arcade.maxmatches = 5,3,3,3,1,2,1,0,0,0 ;use in single arcade matches ; 1 2 3 4 5 6 7 8 9 10 ;Maximum number of matches to fight before game ends in Team Mode. ;Like arcade.maxmatches, but applies to Team Battle. team.maxmatches = 2,1,1,1,1,1,0,0,0,0 ;Maximum number of matches to fight before game ends in Team Mode. ;Like arcade.maxmatches, but applies to Team Battle. team.arcade.maxmatches = 2,1,1,1,1,1,0,0,0,0 team.versus.maxmatches = 2,1,1,1,1,1,0,0,0,0 ; 1 2 3 4 5 6 7 8 9 10