Gal*Gun: Double Peace

Gal*Gun: Double Peace

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Modifying in-game-related INI Files
By Kalvinis
In this guide, you will learn about specific INI files and how to modify them to your liking.
   
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Introduction
Hello there. Today, you'll be taught how to modify specific INI files to your liking. The INI files mentioned are listed below as well as on the table of contents to the right of this text.

GG2GG2CharaMakeData contains values for the amount of points your chosen 'character style' receives when selected.

GG2GG2HudUIShopActor contains various settings for the shop that Aoi runs, such as item prices, names and item effects.

GG2GG2 PlayerController contains various values for your overall stats, such as health, damage dealt and Angel Feather Bonus gained per Rank-Up.

GG2GG2HudResultActionEventActor contains values for the ranking system at the end of each event ("Her Majesty Shinobu", "Shinobu in the Window", etc.)

GG2GG2Bs* contains data pertaining to the various battles you face, such as the Plant, the Balloon, the Sisters and the Angel/Demon battles. The INI files are separate, and I will list which ones I am referring to when values are displayed.

GG2GG2DokiSp contains values relating to Final Doki-Doki mode, such as your overall 'damage' multiplied by a certain amount and the chosen FDD character's guard increase rate based on your damage multiplied by the shown value (though don't quote me on that last part).

GG2GG2FinalResult contains values related to the end of a route when completed. Not many values in this one so it's simple enough to work with.

All of these INI files are located in Steam\steamapps\common\GalGun Double Peace\GG2 Game\Config.

NOTICE: Some of the files within this guide may have had their values hard-coded, such as Aoi's Shop. This guide will keep all contents up for reference.
GG2GG2CharaMakeData (Character Type Selection)
This INI file contains values for your starting stats for Houdai. Here is the line that is used for the "Bookworm" selection:

DefaultParameters[0]=(SDefaultParameters_Study=50,SDefaultParameters_Sport=10,SDefaultParameters_Fashion=20,SDefaultParameters_Erotic=30)

DefaultParameters[0 -> 7] just tells the selection screen what stats to use upon hovering over the related name.

DefaultParameters[0]="Bookworm" DefaultParameters[1]="Jock" DefaultParameters[2]="Fashionista" DefaultParameters[3]="Pervert" DefaultParameters[4]="Nothing Special" DefaultParameters[5]="Gentleman" DefaultParameters[6]="Hentai Fiend" DefaultParameters[7]="TFG"

SDefaultParameters_Study affects the Intelligence value of your selection. Decrease or increase the value at your leisure.

SDefaultParameters_Sport affects the Athleticism value of your selection. Decrease or increase the value at your leisure.

SDefaultParameters_Fashion affects the Style value of your selection. Decrease or increase the value at your leisure.

SDefaultParameters_Erotic affects the Lewdness value of your selection. Decrease or increase the value at your leisure.
GG2GG2HudUIShopActor (Aoi's Shop)
This INI file contains data for the shop that Aoi runs. Here are the displayed values for the top portion (NOTE: Values are locked, all content in this section is kept for reference):

OPEN_GOODS_RANK_ADD_STATUS=2 OPEN_GOODS_RANK_SUB_STATUS=2 OPEN_GOODS_RANK_SUKE_SUKE=6 TOP_BOTTOM_DISTANCE=3 TOUCH_FAILED_RELEASE_LENGTH=20 MAX_GOODS_TYPE=52 MAX_GOODS_BUTTON=23 DEFAULT_BACK_TALK_TIME=4.000000 MOVE_CASH_SPEED=50 STATUS_END_WAIT_TIME=0.200000 LEAVE_ALONE_REACTION_TIME=10.000000 STATUS_MOVE_SPEED=0.1

A bit to work with, but I'll get to the 'important' ones and let you experiment with the other values.

STATUS_MOVE_SPEED: This value modifies the speed at which the Status bar moves on either increase or decrease. Use lower values for faster speed.

STATUS_END_WAIT_TIME: This value pertains to the waiting period between the end of Status movement and removing the Status screen. Lower values remove it faster.

As for Open_Goods_Rank_*, I'm not sure what those do, or if they work at all. If I know anything about them, I'll update this section.

Now, to the items. Here is an item called "Red Energy Drink LV5", displayed in code:

LD_GoodsData=(goodsName[0]="Red Energy Drink LV5",goodsName[1]="赤の栄養ドリンクLV5",Price=3200,effectType=1,Lv=5,MaxLv=5,OpenRank=5)

A smaller amount to work with compared to the above.

goodsName[0]/goodsName[1]: These values contain the displayed name in the shop. Modifying either value will change the name depending on your Language setting and seems to display up to 23 characters properly (including spaces).

Price: This value dictates how much an item costs. It is possible to set the value to a low number like 100 to make things cheaper, or set it to 10000 to make things more expensive. You can also set it into the negatives to have Aoi pay you for purchasing an item of your choice, but that'd be rude.

effectType: This value pertains to the type of effect that is applied upon purchase, though I'm convinced that it does not work as it should.

Lv/MaxLv: These values are used to show how much of a specific item you can buy as an upgrade. Shown with the Red Energy Drink, you have a maximum of 5 levels of RED you can purchase.

OpenRank: This value is supposed to modify when items are available in the shop, but I am certain that it doesn't work as intended as the Red Energy Drink values for level 3 to 5 display a higher rank than when they are available (from the start of 2-1).

Also, believe me when I say, I tried. Replacing the items in the shop does not make a specific item suddenly work.
GG2GG2 PlayerController (Main Character/Results)
This INI contains a few values on how the main character, Houdai, functions health and damage-wise within each stage, as well as the results and bonus feathers gained per rank-up. Here are some values to be familiar with. (NOTE: Values are locked, all content in this section is kept for reference)

First, the damage you deal with a normal press:

CNormalShotDamage[0]=10 CNormalShotDamage[1]=15 CNormalShotDamage[2]=20 CNormalShotDamage[3]=25 CNormalShotDamage[4]=30 CNormalShotDamage[5]=35

CNormalShotDamage[0 -> 5] pertains to how much 'damage' you deal when hitting other characters with your normal gaze, with increments of 5 pertaining to the Blue Energy Drink upgrades.

Next is the damage you deal in a charged press:

CChargeShotDamage[0]=20 CChargeShotDamage[1]=30 CChargeShotDamage[2]=40 CChargeShotDamage[3]=50 CChargeShotDamage[4]=50 CChargeShotDamage[5]=50

CChargeShotDamage[0 -> 5] pertains to how much 'damage' you deal when hitting other characters with a charged gaze, with increments of 10 pertaining to the Green Energy Drink upgrades up to [3]. On observation, it seems NormalShot was copied and used as a template for the damage values of CChargeShotDamage.

Up next are the health values for Houdai:

CVitalLimit[0]=50 CVitalLimit[1]=80 CVitalLimit[2]=110 CVitalLimit[3]=140 CVitalLimit[4]=170 CVitalLimit[5]=200

CVitalLimit[0 -> 5] deals with the amount of health Houdai has at the beginning of each stage, with increments of 30 pertaining to the Red Energy Drink upgrades. Upon testing, changing the values within the variables does not seem to affect the length of the health bar.

Now for the Angel Feather Bonus values:

c_rankBonusAngelFeather[1]=1000 c_rankBonusAngelFeather[2]=1000 c_rankBonusAngelFeather[3]=2000 c_rankBonusAngelFeather[4]=2000 c_rankBonusAngelFeather[5]=3000 c_rankBonusAngelFeather[6]=3000 c_rankBonusAngelFeather[7]=4000 c_rankBonusAngelFeather[8]=4000 c_rankBonusAngelFeather[9]=5000

c_rankBonusAngelFeather holds the amount of Angel Feathers you gain with each rank increase. Strangely enough, below it is a set of values for "Devil Feathers". Searches online have yielded no useful information:

c_rankBonusDevilFeather[1]=500 c_rankBonusDevilFeather[2]=500 c_rankBonusDevilFeather[3]=1000 c_rankBonusDevilFeather[4]=1000 c_rankBonusDevilFeather[5]=1500 c_rankBonusDevilFeather[6]=1500 c_rankBonusDevilFeather[7]=2000 c_rankBonusDevilFeather[8]=2000 c_rankBonusDevilFeather[9]=2500

Next up on this INI Platter, we have the Bonus values for completing the stage:

c_techniqueRankBonus[4]=5000 c_techniqueRankBorderTimeOffs[4]=0 c_techniqueRankBorderDamageCount[4]=0 c_techniqueRankBorderHitRate[4]=80

These values are in charge of assigning you stars after completing each stage either quickly or slowly, with c_techniqueRankBonus assigning you the points based on your rank ([4] is for the 5-star rank).

c_techniqueRankBorderTimeOffs is for how much time you spent standing still in a stage, with 0 being 5-stars until 45 seconds total, after which you're assigned 4-stars. c_techniqueRankBorderDamageCount is for how many hits you took in a stage, with 0 being the 5-star rank until 2 hits are taken, after which you're given a 4-star rank. c_techniqueRankBorderHitRate refers to your accuracy within a stage, with 80 being a 5-star rank until 60 is hit, which nets you a 4-star rank.

And lastly, we have the value for the continue function:

CContinueCost=5000

CContinueCost seems to be for when you lose all your health in a stage and choose to continue onward (at a price), but since I haven't gotten a game over in any stage, I can't say for sure that this value works, so best to try it on your own time.
GG2GG2HudResultActionEventActor (Event Results)
This INI file contains values related to completing an event with either a bad or good ranking. Here are the values located in the file:

AddScoreSymbol="+" NoChangeScoreSymbol="±" ActionResultRankData[0]=(addScore=0,addLove=-5) ActionResultRankData[1]=(addScore=1000,addLove=0) ActionResultRankData[2]=(addScore=5000,addLove=3) ActionResultRankData[3]=(addScore=10000,addLove=5) ActionResultRankData[4]=(addScore=25000,addLove=10)

AddScoreSymbol/NoChangeScoreSymbol uses the displayed symbol to show either a change in the point system or no change at all.

ActionResultRankData[0 -> 4] is used to give out the amount of points and "Love" displayed based on your rank ([4] being the "Perfect!" rank). Increase or decrease the values at your leisure.
GG2GG2Bs* ('Boss' Battles)
These INI files hold variables pertaining to the mini-boss/'boss' battles you encounter throughout each route, such as the Balloon and Plant plus the Sisters and the Angel/Demon fights. Below is a list of values found in their relevant INI file. Note that not all values are shown for each INI file, so feel free to poke around in them and experiment.

GG2GG2BsAngels

CEntireVitalMaxTbl[0]=1000 CEntireVitalMaxTbl[1]=1500

CEntireVitalMaxTbl deals with the maximum health of Ekoro and Kurona depending on your chosen difficulty, with [0] being Beginner and [1] being Expert. These can be modified to suit your desired 'artificial difficulty'. (I personally set mine to 3000 or so for a more reasonable final route battle, but your mileage may vary)

GG2GG2BsBalloon

CVitalMaxTbl[0]=1500 CVitalMaxTbl[1]=1800

CVitalMaxTbl deals with the overall health of the Balloon monster, with [0] being Beginner health and [1] being Expert health.

CDamageToFaintTbl[0]=200 CDamageToFaintTbl[1]=300

CDamageToFaintTbl deals with setting the Balloon to 'faint' mode after taking a specific amount of damage on your chosen difficulty, with [0] being used for Beginner mode and [1] being used for Expert mode. This value is also spotted in GG2GG2BsPlant.ini.

CNaturalRevolveTimeToReachMaxSpd=2.0 CNaturalRevolveMaxSpdTbl[0]=12.0 CNaturalRevolveMaxSpdTbl[1]=20.0

CNaturalRevolveTimeToReachMaxSpd seems to indicate how long it takes for the Balloon to reach maximum revolve speed. Higher values might mean it takes longer to reach maximum speed.

CNaturalRevolveMaxSpdTbl seems to indicate the maximum speed that the Balloon can revolve at, with [0] being battle-beginning speed and [1] being berserk/rage speed (reached when half its health is gone). Higher values could mean faster revolution, but let's not make a wheel out of him just yet.

GG2GG2BsPlant

CBsVitalMaxTbl[0]=1500 CBsVitalMaxTbl[1]=1800

CBsVitalMaxTbl deals with the overall health of the Plant monster, or as Kurona calls it, "Mr. Demon Veggie". The value marked [0] pertains to its health in Beginner difficulty while [1] pertains to its health in Expert difficulty.

GG2GG2BsMonster

CNumTentaclesBeginnerTbl[0]=2 CNumTentaclesBeginnerTbl[1]=3 CNumTentaclesExpertTbl[0]=3 CNumTentaclesExpertTbl[1]=4 CVitalRateToIncreaseNumTentacles=0.35 CTentacleVitalMax=30

CNumTentaclesBeginnerTbl/CNumTentaclesExpertTbl pertains to the amount of tentacles that appear after the monster (Plant or Balloon) is stunned in each difficulty, with [0] being the beginning of the fight and [1] being when a set value of health is left according to the variable below. I personally set the count to 4 and 5 for Beginner, with Expert having 5 and 6 for more of a time-paced challenge.

CVitalRateToIncreaseNumTentacles dictates when the extra tentacle appears after reaching a certain percentage of health left on the boss. Increase the value for an extra tentacle sooner, or decrease it for a late entry into the family.

CTentacleVitalMax seems to be the health for each tentacle, but I can't be certain on that. I'm guessing you can increase the value to make it tougher to gaze away a tentacle, or decrease it for the opposite effect.

Sadly, GG2GG2BsHeroineBattle doesn't have any values other than c_techniqueRankBorderHitRate which dictates your hit rank at the end of the fight.
GG2GG2DokiSp (Final Doki-Doki)
This INI contains values on how strong your gaze is in Final Doki-Doki mode either normally or by zooming in for a set amount. Here is the first set of values:

CKandoDamageRateTbl[0]=0.0 CKandoDamageRateTbl[1]=1.0 CKandoDamageRateTbl[2]=2.0 CKandoDamageRateTbl[3]=3.0 CKandoDamageRateTbl[4]=4.0 CKandoDamageRateTbl[5]=5.0 CKandoDamageRateTbl[6]=6.0 CKandoDamageRateTbl[7]=7.0 CKandoDamageRateTbl[8]=2.0 CKandoDamageRateTbl[9]=3.0 CKandoDamageRateTbl[10]=4.0 CKandoDamageRateTbl[11]=5.0 CKandoDamageRateTbl[12]=6.0 CKandoDamageRateTbl[13]=7.0 CKandoDamageRateTbl[14]=8.0 CKandoDamageRateTbl[15]=3.0 CKandoDamageRateTbl[16]=4.0 CKandoDamageRateTbl[17]=5.0 CKandoDamageRateTbl[18]=6.0 CKandoDamageRateTbl[19]=7.0 CKandoDamageRateTbl[20]=8.0 CKandoDamageRateTbl[21]=9.0

CKandoDamageRateTbl[0 -> 21] relates to how much 'damage' your gaze does in Final Doki-Doki mode. Once a set of values or all of them are increased, you'll find out 2 things pretty quickly: You increase the Love Meter on the left faster in FDD and the text size increases multiplicatively according to the amount displayed. Large values can fill the Love Meter faster but also cause the text to become much bigger than intended.

Next up is the second section, the Guard Increase Rate section:

CGuardIncreaseRateTblByKando[0]=0.0 CGuardIncreaseRateTblByKando[1]=1.1 CGuardIncreaseRateTblByKando[2]=1.2 CGuardIncreaseRateTblByKando[3]=1.3 CGuardIncreaseRateTblByKando[4]=1.4 CGuardIncreaseRateTblByKando[5]=1.5 CGuardIncreaseRateTblByKando[6]=1.6 CGuardIncreaseRateTblByKando[7]=1.7 CGuardIncreaseRateTblByKando[8]=1.2 CGuardIncreaseRateTblByKando[9]=1.3 CGuardIncreaseRateTblByKando[10]=1.4 CGuardIncreaseRateTblByKando[11]=1.5 CGuardIncreaseRateTblByKando[12]=1.6 CGuardIncreaseRateTblByKando[13]=1.7 CGuardIncreaseRateTblByKando[14]=1.8 CGuardIncreaseRateTblByKando[15]=1.3 CGuardIncreaseRateTblByKando[16]=1.4 CGuardIncreaseRateTblByKando[17]=1.5 CGuardIncreaseRateTblByKando[18]=1.6 CGuardIncreaseRateTblByKando[19]=1.7 CGuardIncreaseRateTblByKando[20]=1.8 CGuardIncreaseRateTblByKando[21]=1.9

CGuardIncreaseRateTblByKando[0 -> 21] seems to relate to how much quicker your chosen FDD character puts up their guard on a section of themselves. Lower values might decrease the amount of 'guard points' that are applied based on your damage multiplied by the number displayed, but don't quote me on that.
GG2GG2FinalResult (End Route Score)
This INI file contains values related to completing a route with either the Bad Ending, Good/Normal Ending or True Ending. Here are the values stored:

DifficultyBonus_Beginner=0 DifficultyBonus_Expert=20000 EndingBonus_Bad=0 EndingBonus_Good=10000 EndingBonus_True=20000 EndingBonus_None=99999 LoveBonus=100

DifficultyBonus_Beginner relates to the amount of MP/Points you get on completing a route on Beginner difficulty, though it doesn't give you extra points for going through a route on Beginner difficulty. You can modify this number by either increasing it to get more points at the end of a route, or make it a negative number to subtract points from your end score.

DifficultyBonus_Expert relates to the amount of MP/Points you get on completing a route on Expert difficulty. As you can see, you get 20,000 extra points after completing a route on Expert difficulty. You can modify this number to increase the amount of points you get at the end of an Expert route, or decrease it to add less to your overall score.

EndingBonus_Bad, EndingBonus_Good and EndingBonus_True mention the amount of points you get on successful completion of a route with either the Bad Ending, Good/Normal Ending or True Ending, with EndingBonus_None being a filler and not pointing to any ending.

LoveBonus, if I recall, grants you extra points based on your Love Score at the end of a route (ie. Ten points in the Love Score equals 1000 points, or it should be).
Closing
This section is just filler, meant to add an ending to this long, drawn-out guide.

I'll be adding in new INI functions over time as I discover them, so check back later for possibly some more INI values to mess with, or experiment on your own.

In the meantime, happy modifying.

9 Comments
Steilon 25 Dec, 2017 @ 4:24pm 
Hmmm it all seem's hard coded in? interesting question comes to mind though, what if you were to literally replace all of the data with your own copy, would that have any affects seeing as you would literally be replacing the original's which are hard coded with copies which are not hard coded? (I'm no computer guy but it does make me wonder)
Kimberly Ann 20 Jul, 2017 @ 7:19pm 
i guess i was misunderstanding then.. i saw this and i thought this worked..
Price: This value dictates how much an item costs. It is possible to set the value to a low number like 100 to make things cheaper, or set it to 10000 to make things more expensive. You can also set it into the negatives to have Aoi pay you for purchasing an item of your choice, but that'd be rude.
Kalvinis  [author] 20 Jul, 2017 @ 5:13am 
@Kimberly: The guide has been recently updated to indicate the INI files have 'locked' values in place. By 'locked', I mean the values cannot be edited in the INI file and are read from elsewhere, most likely "GG2 Game.u".
Kimberly Ann 20 Jul, 2017 @ 4:20am 
I know this was made awhile ago.. but i actually just started playing this game.. does anyone even know if any of these tings still work? i have tried multiple times to change the price of some of the stuff at the store and it was driving me crazy that it was not working.. so i am also curious if it's even possible to get 9999?
Kalvinis  [author] 22 Oct, 2016 @ 7:08am 
As Nei typed earlier, you'll have to save the changes you make before it becomes active. In the case of Aoi's Shop however, you can't change those values because they're hard-coded, but I've kept the values up anyway for reference.

If you find an INI that might not work when modified, let me know and I'll verify it myself to mark it as "Values locked, all content in this section kept for reference".
Nei 21 Oct, 2016 @ 11:34pm 
You need to save and some values don't work because it's either game updates or it's hardcoded

but a good portion of the values here should work
Potami Mami 21 Oct, 2016 @ 10:24pm 
Is there anything im missing? ive tried to change values with notepad but it wont change ingame
Kalvinis  [author] 21 Oct, 2016 @ 1:24pm 
Guide has been updated with GG2GG2HudResultActionEventActor and GG2GG2CharaMakeData. Thanks to Nei for allowing me to add them to this guide.
Nei 21 Oct, 2016 @ 6:40am 
you can borrow some stuff from my guide, I'm too lazy to update it but it's relevant to this

http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=773510765