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Updating
Some features may change during development of Ikemen GO, making content created for older versions of the engine sometimes become incompatible with newer versions. This page explains how to update the deprecated code.
This state controller was dropped altogether in Ikemen GO 1.0. Numerous other methods are available to build your own scaling systems.
As a property of the current animation frame, AnimElemLength
is now included in the AnimFrame
trigger, as AnimFrame(time)
.
As a property of the current bgm, BgmLength
is now included in the BgmVar
trigger, as BgmVar(length)
.
As a property of the current bgm, BgmPosition
is now included in the BgmVar
trigger, as BgmVar(position)
.
As a fight screen parameter, FramesPerCount
is now included in the FightScreenVar
trigger, as FightScreenVar(time.framespercount)
.
The attribute parameter is now of type string instead of int, aligning it with the HitDef attr
assignment as well as the HitDefAttr
trigger.
;trigger1 = GetHitVar(attr) = const(AttrAerialSpecialProjectile); old syntax
trigger1 = GetHitVar(attr) = A, SP; new syntax
GetPlayerID
was removed in Ikemen GO 1.0. It can be replaced with a cleaner Player
redirection.
trigger1 = GetPlayerID(5) = Player(5), ID
trigger2 = PlayerID(GetPlayerID(5)), Life = Player(5), Life
While not direct replacements, LocalCoord
or Const240p
(or another appropriate scale) can be used instead in your calculations.
MajorVersion
was removed in Ikemen GO 1.0. It is equivalent to MugenVersion >= 1.0
. You may also be interested in the IkemenVersion
trigger.
The Rand
trigger name, which was previously deprecated in version 0.98, has been completely removed in favor of the existing RandomRange
trigger name.
For better compatibility with Mugen content, the vanilla Mugen RoundState
now returns 0 instead of -1 during the post-round sequence, just like Mugen. Dedicated triggers, ContinueScreen
, VictoryScreen
, and WinScreen
, have been added to reliably detect the post-round sequence of a match.
RoundType
was removed in Ikemen GO 1.0 in favor of the new DecisiveRound
trigger. Values returned by RoundType
are equivalent to:
DecisiveRound: match ends if player win
p2,DecisiveRound: match ends if the player's opponent wins
DecisiveRound || p2,DecisiveRound: match ends if either of players wins (final round)
The TimeLeft
trigger name, which was previously deprecated in version 0.98, has been completely removed in favor of the existing TimeRemaining
trigger name.
The spacing parameter was changed to be absolute instead of being measured from the end of the message sprite (which caused miscalculations). For this reason, a lifebar made for an older Ikemen version will need an increase in team1.spacing
and team2.spacing
.
By default the stun bar will now work as the other bars, starting from full and emptying as the player loses points. To maintain the previous behavior, the pX.invertfill = 1
parameter can be added.
[TODO]
- Notes about stage camera changing entirely
- Others