Character Mugen Randomselect

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Character Mugen Randomselect 9,6/10 2070 votes
  1. Where To Download Mugen Characters

May 9, 2013 - The RANDOM SELECT COLLAB is exactly what it sounds like. Each animator gets to choose four characters to go in the drawing (we ARE doing the work, after all) and each fan gets one. No MUGEN customs. How To Build Your Own Mugen Game - Screenpack, Characters. Forced random character. Your select.def to only contain 'randomselect' where characters would.

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Where To Download Mugen Characters

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fanyermugen mirror from mugenarchiveb6885c6Nov 23, 2016
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;---------------------------------------------------------------------
[Characters]
;How to add characters
;---------------------
;Use the format:
; charname, stagefilename
;
;eg. For a player with filename 'kfm',
; and stage filename 'stages/mybg.def'
;type (without the semicolon):
; 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
;
;Zipped characters are also supported.
;Place the ZIP file in the chars/ directory. The syntax is as
;follows:
; zipname.zip:defname.def, stages/mybg.def
;For example, if you have newsuave.def in suave.zip, the syntax is:
; suave.zip:newsuave.def, stages/mybg.def
;If your def file has the same name as the zip file (eg. suave.def
;in suave.zip), you can just put the name of the zip file alone:
; suave.zip, stages/mybg.def
;
;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.
;
;Insert your characters below.
kfm, stages/kfm.def
kfm720, stages/kfm.def
;-----------------------
[ExtraStages]
;Put extra stages here. They will be available in VS and Watch modes.
;For example, you can insert 'stages/mybg.def'.
stages/stage0-720.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 = 6,1,1,0,0,0,0,0,0,0
;Maximum number of matches to fight before game ends in Team Mode.
;Like arcade.maxmatches, but applies to Team Battle.
team.maxmatches = 4,1,1,0,0,0,0,0,0,0
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