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Select.def orders


MKImpc7R

Question

I saw this discussion

 

I want to include a randomly chosen and only 1 boss/mini game out of say 4 every time a character reaches it. Meaning if Char A reaches Order = 2 of the mini games, it will fight against just one of them even if Select.def has say 4 of them with Order = 2.

 

Say you have in the Select.def

 

MiniGame1, Stages/Stage1.def, Order = 2

MiniGame2, Stages/Stage2.def, Order = 2

MiniGame3, Stages/Stage3.def, Order = 2

AnyChar, Order =1

AnyChar2, Order = 1

 

I see that it is done by Arcade.MaxMatches = [Number of Order 1 Chars],[Number of Order 2 chars],[Number of Order 3 chars] and so on.

 

So if I want to have say 30 enemies, 1 being Order 3, mini games to be Order 2, all the others Order 1 my arcade should be like 

 

Arcade.MaxMatches = 28,1,1

 

That is 28 x Order 1, 1 x Order 2 (the Mini game), 1 x Order 3

 

But the thread above shows it doesn't work so correctly and you need more.

 

If I want to get every single Order = 2 and Order =3  last bosses and remainder are say 28 enemies I can just do 

 

Arcade.MaxMatches = 30,29,28,27,26,25,24,23,22,21,20,19,18,17,16,15,14,13,12,11,10,9,8,7,6,5,4,3,2,1

 

And that ensures that I get [(30 - Bosses Orders 2 or 3) number of Order 1 chars],[All Order 2 Bosses], [All Order 3 bosses] until their total number is 30.

 

My question is since Arcade.MaxMatches = 28,1,1 does not work, what is the way to fight only one of the mini games?

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1.1 definitely supports just three orders, though I'm not sure if there's a limit per order.

 

The usual culprit of orders being ignored is malformed character entries, be it an undefined stage or the stage filename containing spaces.

FXhJiHL.png XslF5vn.png malcsRF.png

Project LG said:

God knows you shit out characters like a friggin' gumball machine.

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