; Definition of fight screen

; *** DO NOT MODIFY OR OVERWRITE THIS FILE ***
; To customize, make a copy of this file in a subdirectory of your
; motif's name. See readme.txt for details on motifs.

; Notes about fonts:
;   - up to 10 fonts can be specified in the [Files] section.
;   - fonts indexed here do not refer to the ones in system.def
;   - fonts are search in directories in the following order:
;     1. system directory
;     2. mugen program directory (not recommended to keep custom fonts here)
;     3. data/ (not recommended to keep custom fonts here)
;     4. font/
;
; See the section "How to Customize" at the end of
; this file.

;-----------------------------------------------------------
;Directories are checked in this order:
;1. current directory fight.def is in
;2. data/
;3. your MUGEN directory
[Files]
spr = fight.sff
sff = fight.sff
snd = fight.snd
font1 = font/EMPTY.def
font2 = font/NUMBAHS.def
font3 = font/EMPTY.def
font4 = font/Namez.def
font5 = font/NUMBAHSp1.def
font6 = font/TIMER.def
font7 = font/POWERBAR.def
font8 = font/CONTINUE.def
spr = fight.sff
fightfx.sff = fightfx.sff
fightfx.air = fightfx.air
common.snd = common.snd

;-----------------------------------------------------------
[FightFx]
scale = 2

;-----------------------------------------------------------
[Lifebar]
;Player 1
p1.pos    = 0,0
p1.bg0.anim = 10; Darken
;p1.bg0.layerno = 2
p1.bg1.spr = 0,0
p1.mid.anim = 35; Red Stuff
p1.bg2.spr = 0,1
;p1.mid.layerno = 2
p1.front.anim = 34; Green Stuff
;p1.front.layerno = 2
p1.range.x  = 58,198;49
;Player 2 LEL
p2.pos    = 639,0
p2.bg0.anim = -1
;p2.bg0.layerno = 2
p2.bg0.facing = -1
p2.bg1.spr = -1,0
p2.bg1.facing = -1
p2.mid.anim = 35; Red Stuff
;p2.mid.layerno = 2
p2.mid.facing = -1
p2.front.anim = 34; Green Stuff
;p2.front.layerno = 2
p2.front.facing = -1
p2.range.x = -58,-198

[Begin Action 34]
10,0, 0,0, 2

[Begin Action 35]
10,1, 0,0, 2

[Begin Action 10] ;Darkened lifebar background 
0,11, 0,0, 2, , AS256D90

;Not in use
[Simul Lifebar]
;Player 1
p1.pos    = 140,12
p1.bg0.anim = 20
p1.bg1.spr = 21,0
p1.mid.offset = 0,-1
p1.mid.spr = 22,0
p1.front.offset = 0,-1
p1.front.spr = 23,0
p1.range.x  = 0,-127
;Player 2
p2.pos    = 178,12
p2.bg0.anim = 20
p2.bg0.facing = -1
p2.bg1.spr = 21,0
p2.bg1.facing = -1
p2.mid.offset = 0,-1
p2.mid.spr = 22,0
p2.mid.facing = -1
p2.front.offset = 0,-1
p2.front.spr = 23,0
p2.front.facing = -1
p2.range.x = 0,127
;Player 3
p3.pos    = 140,15
p3.mid.spr = 22,0
p3.front.spr = 23,0
p3.range.x  = 0,-127
;Player 4
p4.pos    = 178,15
p4.mid.spr = 22,0
p4.mid.facing = -1
p4.front.spr = 23,0
p4.front.facing = -1
p4.range.x = 0,127

[Begin Action 20] ;Darkened lifebar background (team)
20,0, 0,0, 1, , S

;Not in use
[Turns Lifebar]
;Player 1
p1.pos    = 140,12
p1.bg0.anim = 10
p1.bg1.spr = 11,0
p1.mid.spr = 12,0
p1.front.spr = 13,0
p1.range.x  = 0,-127
;Player 2
p2.pos    = 178,12
p2.bg0.anim = 10
p2.bg0.facing = -1
p2.bg1.spr = 11,0
p2.bg1.facing = -1
p2.mid.spr = 12,0
p2.mid.facing = -1
p2.front.spr = 13,0
p2.front.facing = -1
p2.range.x = 0,127

;-----------------------------------------------------------
[Powerbar]
;Player 1
p1.pos    = 0,0
p1.bg0.anim = -1; Darken
;p1.bg0.layerno = 2
p1.bg1.spr = -1,0
;p1.bg1.layerno = 2
;p1.mid.spr = 42,0
p1.front.anim = 75
;p1.front.layerno = 2
p1.range.x = 50,174
p1.counter.offset = 182,74
p1.counter.font = 7,0, 0

;Player 2
p2.pos    = 639,0
p2.bg0.anim = 40
;p2.bg0.layerno = 2
p2.bg0.facing = -1
p2.bg1.spr = -1,0
p2.bg1.facing = -1
;p2.mid.spr = 42,0
;p2.mid.facing = -1
p2.front.anim = 75
;p2.front.layerno = 2
p2.front.facing = -1
p2.range.x  = -50,-174
p2.counter.offset = -180,74
p2.counter.font = 7,0, 0

; --level sounds---
level1.snd = 21,0
level2.snd = 21,0
level3.snd = 21,0

[Begin Action 75]
20,0, 0,0, 50


;----------------------------------------------------------- 
[Face]
;Player 1
p1.pos    = 276,54
p1.bg.spr = -1,0
p1.face.spr = 9000,0
p1.face.facing = 1
p1.face.offset = 0,0
p1.face.scale = 0.50,0.50
;Player 2
p2.pos    = 339,54
p2.bg.spr = -1,0
p2.bg.facing = 0
p2.face.spr = 9000,0
p2.face.facing = 1
p2.face.offset = 0,0
p2.face.scale = 0.50,0.50

[Simul Face]
;Player 1
p1.pos    = 1,12
p1.bg.spr = 60,0
p1.face.spr = 9000,0
p1.face.scale = 0.6,0.6
p1.face.facing = 1
p1.face.offset = 0,10
;Player 2
p2.pos    = 317,12
p2.bg.spr = 60,0
p2.bg.facing = -1
p2.face.spr = 9000,0
p2.face.scale = 0.6,0.6
p2.face.facing = -1
p2.face.offset = 0,10
;Player 3
p3.pos    = 2,12
p3.face.spr = 9000,0
p3.face.scale = 0.6,0.6
p3.face.facing = 1
p3.face.offset = 11,10
;Player 4
p4.pos    = 316,12
p4.bg.facing = -1
p4.face.spr = 9000,0
p4.face.scale = 0.6,0.6
p4.face.facing = -1
p4.face.offset = -11,10

[Turns Face]
;Player 1
p1.pos    = 2,12
p1.bg.spr = 50,0
p1.face.spr = 9000,0
p1.face.facing = 1
p1.face.offset = 0,10
p1.teammate.pos = 1,49
p1.teammate.spacing = 13,0
p1.teammate.bg.spr = 70,0
p1.teammate.ko.spr = 71,0
p1.teammate.face.spr = 9000,0
p1.teammate.face.scale = 0.5,0.53
p1.teammate.face.facing = 1
p1.teammate.face.offset = 1,0
;Player 2
p2.pos    = 316,12
p2.bg.spr = 50,0
p2.bg.facing = -1
p2.face.spr = 9000,0
p2.face.facing = -1
p2.face.offset = 0,10
p2.teammate.pos = 317,49
p2.teammate.spacing = -13,0
p2.teammate.bg.spr = 70,0
p2.teammate.bg.facing = -1
p2.teammate.ko.spr = 71,0
p2.teammate.ko.facing = -1
p2.teammate.face.spr = 9000,0
p2.teammate.face.scale = 0.5,0.53
p2.teammate.face.facing = -1
p2.teammate.face.offset = -1,0

;-----------------------------------------------------------
[Name]
p1.pos = 54,40
;p1.bg. =
p1.name.font = 4,0, 1
;p2.bg. =
p2.pos = 585,40
p2.name.font = 4,0, -1

;Not in use
[Simul Name]
p1.pos = 14,10
p1.name.font = 3,0, 1
p2.pos = 305,10
p2.name.font = 3,0, -1
p3.pos = 138,10
p3.name.font = 3,0, -1
p4.pos = 181,10
p4.name.font = 3,0, 1

;Not in use
[Turns Name]
p1.pos = 14,10
;p1.bg. =
p1.name.font = 3,0, 1
;p2.bg. =
p2.pos = 305,10
p2.name.font = 3,0, -1

;-----------------------------------------------------------
[Time]
pos = 329,58
; Uncomment the following line to use a bg component
;bg.spr = 
; Time count display
counter.offset = 0,0
counter.font = 6,0, 0
; Ticks for each count
framespercount = 10

;-----------------------------------------------------------
[Combo]
team1.pos = 14,150
team1.start.x = -150     ;Starting x-coords
team1.counter.font = 6,0,1
team1.counter.shake = 0   ;Set to 1 to shake count on hit
team1.text.text = a
team1.text.font = 6,0,1
team1.text.offset = 10,0   ;Offset of text
team1.displaytime = 90    ;Time to show text
team2.pos = 615,150         ;Coords to show
team2.start.x = 789      ;Starting x-coords
team2.counter.font = 6,0,-1
team2.counter.shake = 0   ;Set to 1 to shake count on hit
team2.text.text = a
team2.text.font = 6,0,-1
team2.text.offset = 10,0   ;Offset of text
team2.displaytime = 90    ;Time to show text

;-----------------------------------------------------------
[Round]
match.wins = 2              ;Rounds needed to win a match
match.maxdrawgames = 1      ;Max number of drawgames allowed (-1 for infinite) *2001.11.01 NEW*
start.waittime = 20       ;Time to wait before starting intro

; Default position for all components
pos = 0,0

; ROUND X
round.time = 0             ;Time to show round display
round.default.offset = 0, 0
; Default component to show for each round. Text can include a %i to
; the round number. Use "round.default.anim" for animation instead of
; text.

round1.offset = 0,0
round1.anim = 64
round1.scale = 1.0,1.0
round1.displaytime = 103

round2.offset = 0,0
round2.anim = 64
round2.scale = 1.0,1.0
round2.displaytime = 103

round3.offset = 0,0
round3.anim = 64
round3.scale = 1.0,1.0
round3.displaytime = 103

round4.offset = 0,0
round4.anim = 64
round4.scale = 1.0,1.0
round4.displaytime = 103

round5.offset = 0,0
round5.anim = 64
round5.scale = 1.0,1.0
round5.displaytime = 103

round6.offset = 0,0
round6.anim = 64
round6.scale = 1.0,1.0
round6.displaytime = 103

round7.offset = 0,0
round7.anim = 64
round7.scale = 1.0,1.0
round7.displaytime = 103

round8.offset = 0,0
round8.anim = 64
round8.scale = 1.0,1.0
round8.displaytime = 103

round9.offset = 0,0
round9.anim = 64
round9.scale = 1.0,1.0
round9.displaytime = 103

round10.offset = 0,0
round10.anim = 64
round10.scale = 1.0,1.0
round10.displaytime = 103

;round1.snd = 0,1
;round2.snd = 0,2
;round3.snd = 0,3
;round.sndtime = 0

; FIGHT
fight.time = 33         ;Time to show FIGHT component
fight.offset = 0, 0     ;Component for FIGHT display
fight.anim = 6969            ;.
fight.snd = 1,0
ctrl.time = 50           ;Time players get control after "Fight"



; KO
KO.time    = 0              ;Time to show KO component
KO.offset  = 0, 0        ;Component for KO display
KO.anim    = 788           ;.
KO.snd     = -1,0            ;Sound to play for KO announcement
; Double KO
DKO.offset = 0, 0
DKO.spr   = 60,2
;DKO.text   = Double K.O.
DKO.displaytime = 60
DKO.snd    = -1,0
; Time Over
TO.offset  = 0, 0
TO.spr    = 60,0
;TO.text    = Time Over
TO.displaytime = 60
TO.snd     = 2,2
KO.sndtime = 0             ;Time to play sound for KO, DKO and TO.
slow.time  = 60            ;Time for KO slowdown (in ticks)
over.waittime = 45         ;Time to wait after KO before player control is stopped
over.hittime = 10          ;Time after KO that players can still damage each other (for double KO)
over.wintime = 45          ;Time to wait before players change to win states
over.time = 210            ;Time to wait before round ends
; Time to wait before showing win/draw message
win.time = 60
; Win text
win.offset = 0, 0
win.anim = 777
;win.text = %s Wins
win.displaytime = -1
; 2-player win text
win2.offset = 0, 0
win2.anim = 777
;win2.text = %s and %s Win
win2.displaytime = -1
; Draw text
draw.offset = 0, 0
draw.spr = 60,1
;draw.text = Draw Game
draw.displaytime = 540

;"Fight!" Animation
[Begin Action 6969]
40,0, 5,0, 2
40,1, -5,0, 2
40,0, 4,0, 2
40,1, -4,0, 2
40,0, 3,0, 2
40,1, -3,0, 2
40,0, 2,0, 2
40,1, -2,0, 2
40,0, 1,0, 2
40,1, -1,0, 2
40,0, 0,0, 2
40,1, 0,0, 15
40,1, 40,0, 1
40,1, 80,0, 1
40,1, 120,0, 1
40,1, 160,0, 1
40,1, 200,0, 1
40,1, 240,0, 1
40,1, 280,0, 1
40,1, 320,0, 1
40,1, 360,0, 1
40,1, 400,0, 1
40,1, 440,0, 1
40,1, 480,0, 1

;Fast
[Begin Action 64]
30,0, -600,0, 1
30,0, -560,0, 1
30,0, -520,0, 1
30,0, -480,0, 1
30,0, -440,0, 1
30,0, -400,0, 1
30,0, -360,0, 1
30,0, -320,0, 1
30,0, -280,0, 1
30,0, -240,0, 1
30,0, -200,0, 1
30,0, -160,0, 1
30,0, -120,0, 1
30,0, -80,0, 1
30,0, -40,0, 1
30,0, 0,0, 5
30,1, 0,0, 1
30,2, 0,0, 1
30,3, 0,0, 1
30,4, 0,0, 1
30,5, 0,0, 1
30,6, 0,0, 1
30,7, 0,0, 1
30,8, 0,0, 1
30,9, 0,0, 1
30,10, 0,0, 1
30,11, 0,0, 1
30,12, 0,0, 1
30,13, 0,0, 1
30,14, 0,0, 1
30,15, 0,0, 1
30,16, 0,0, 1
30,17, 0,0, 1
30,18, 0,0, 1
30,19, 0,0, 1
30,20, 0,0, 1
30,21, 0,0, 1
30,22, 0,0, 1
30,23, 0,0, 1
30,24, 0,0, 1
30,25, 0,0, 1
30,26, 0,0, 1
30,27, 0,0, 1
30,28, 0,0, 1
30,29, 0,0, 1
30,30, 0,0, 1
30,31, 0,0, 1
30,32, 0,0, 1
30,33, 0,0, 1
30,34, 0,0, 1
30,35, 0,0, 1
30,36, 0,0, 1
30,37, 0,0, 1
30,38, 0,0, 1
30,39, 0,0, 1
30,40, 0,0, 1
30,41, 0,0, 1
30,42, 0,0, 1
30,43, 0,0, 1
30,44, 0,0, 1
30,45, 0,0, 1
30,46, 0,0, 1
30,47, 0,0, 1
30,48, 0,0, 1
30,49, 0,0, 1
30,50, 0,0, 1
30,51, 0,0, 1
30,52, 0,0, 1
30,53, 0,0, 1
30,54, 0,0, 1
30,55, 0,0, 1
30,56, 0,0, 1
30,57, 0,0, 1
30,58, 0,0, 1
30,59, 0,0, 1
30,60, 0,0, 1
30,61, 0,0, 1
30,62, 0,0, 1
30,63, 0,0, 1
30,64, 0,0, 1
30,65, 0,0, 1
30,66, 0,0, 1
30,67, 0,0, 1
30,68, 0,0, 1
30,69, 0,0, 1
30,70, 0,0, 1
30,71, 0,0, 1
30,72, 0,0, 1
30,73, 0,0, 1
30,74, 0,0, 1
30,75, 0,0, 1
30,76, 0,0, 1
30,77, 0,0, 1
30,78, 0,0, 1
30,79, 0,0, 1
30,80, 0,0, 1
30,81, 0,0, 3

;"K.O." Animation
[Begin Action 788]
50,0, -480,0, 1
50,0, -440,0, 1
50,0, -400,0, 1
50,0, -360,0, 1
50,0, -320,0, 1
50,0, -300,0, 1
50,0, -260,0, 1
50,0, -220,0, 1
50,0, -180,0, 1
50,0, -140,0, 1
50,0, -100,0, 1
50,0, -80,0, 1
50,0, -40,0, 1
50,0, 0,0, 1
50,0, 1,0, 1
50,0, 2,0, 1
50,0, 3,0, 1
50,0, 4,0, 1
50,0, 5,0, 1
50,0, 6,0, 1
50,0, 7,0, 1
50,0, 8,0, 1
50,0, 9,0, 1
50,0, 10,0, 1
50,0, 11,0, 1
50,0, 12,0, 1
50,0, 13,0, 1
50,0, 14,0, 1
50,0, 15,0, 1
50,0, 16,0, 1
50,0, 17,0, 1
50,0, 18,0, 1
50,0, 19,0, 1
50,0, 20,0, 1
50,0, 21,0, 1
50,0, 22,0, 1
50,0, 23,0, 1
50,0, 24,0, 1
50,0, 25,0, 1
50,0, 26,0, 1
50,0, 27,0, 1
50,0, 28,0, 1
50,0, 29,0, 1
50,0, 30,0, 1
50,0, 31,0, 1
50,0, 32,0, 1
50,0, 33,0, 1
50,0, 34,0, 1
50,0, 35,0, 1
50,0, 40,0, 1
50,0, 80,0, 1
50,0, 120,0, 1
50,0, 160,0, 1
50,0, 200,0, 1
50,0, 240,0, 1
50,0, 280,0, 1
50,0, 320,0, 1
50,0, 360,0, 1
50,0, 400,0, 1
50,0, 440,0, 1
50,0, 480,0, 1
50,0, 520,0, 1
50,0, 560,0, 1
50,0, 600,0, 1
50,0, 640,0, 1

[begin action 777]
70,0, -440,0, 1
70,0, -400,0, 1
70,0, -360,0, 1
70,0, -320,0, 1
70,0, -280,0, 1
70,0, -240,0, 1
70,0, -200,0, 1
70,0, -160,0, 1
70,0, -120,0, 1
70,0, -80,0, 1
70,0, -40,0, 1
70,0, 0,0, -1
;-----------------------------------------------------------
[WinIcon]
p1.pos = 309,81    ;33,43
p2.pos = 332,81   ;286,43
; Offset for next icon (x,y)
p1.iconoffset = 12,0  
p2.iconoffset = -12,0
; Counter text font and offset for representing wins
p1.counter.offset = 0,0
p1.counter.font = 2,0,0
p2.counter.offset = 0,0
p2.counter.font = 2,0,0
; Win by normal
p1.n.spr = 100,0
p2.n.spr = 100,0
; Win by special
p1.s.spr = 101,0
p2.s.spr = 101,0
; Win by hyper (super)
p1.h.spr = 102,0
p2.h.spr = 102,0
; Win by normal throw
p1.throw.spr = 103,0
p2.throw.spr = 103,0
; Win by cheese
p1.c.spr = 104,0
p2.c.spr = 104,0
; Win by time over
p1.t.spr = 105,0
p2.t.spr = 105,0
; Win by suicide (here's a fun one)
p1.suicide.spr = 106,0
p2.suicide.spr = 106,0
; Opponent beaten by his own teammate (another fun one)
p1.teammate.spr = 107,0
p2.teammate.spr = 107,0
; Win by perfect (overlay icon)
p1.perfect.spr = 110,0
p2.perfect.spr = 110,0
; Use icons up until this number of wins
useiconupto = 0


;-----------------------------------------------------------
; How to customize
;-----------------------------------------------------------
; First of all, set filenames under [Files].
; 
; Next, you can customize each component of the fight screen.
; A component can be anything from a piece of the lifebar,
; to the text that signals a K.O.
;
; Each component starts with its name, followed by a period,
; and then the names of its elements. For example, a
; component named "bg" with an element of "anim" looks
; like "bg.anim".
;
; There are several main element types:
;   1. anim (animation)
;   2. spr  (sprite)
;   3. font (text)
;   4. snd  (sound)
; 
; 1. anim
;    Format: anim = actionno
;    actionno is the number of the action to use. You must
;    specify a valid action that is defined within this file.
;    The sprites for the animation come from the file given
;    for the "sff" parameter in the [Files] group below.
;    You can define your animation actions anywhere in this
;    file, as long as it does not come in the middle of a
;    group (an example of a group is the block of text
;    starting with [Files], and ending on the next group
;    [Lifebar]).
;    For example, to use action 5 for the p1.bg0 component:
;      p1.bg0.anim = 5
;
; 2. spr
;    Format: spr = spritegrp, spriteno
;    This is the identifier pair for the sprite you to
;    display.
;    For example, to show sprite 103,0 for a component named
;    p1.throw:
;      p1.throw.spr = 103,0
;
; 3. font
;    Format: font = fontno, fontbank, alignmnt, R, G, B
;            text = text
;    This lets you set the font (and optionally the content
;    text). fontno is the number of the font defined under
;    [Files]. For instance, for the line "font2 = font/num1.fnt",
;    the fontno is 2.
;    fontbank is the color bank of the font to use. Refer to
;    the font for what color banks it has.
;    alignmt is a number representing the text alignment.
;    1 is left, 0 means center, and -1 is for right-alignment.
;    R, G, B are the color adjustment values for the font.
;    RGB values default to 256,256,256 (no color adjustment).
;    All font values are optional.  If fontno is omitted, no
;    text will be drawn.
;
;    The "text" element should accompany the "font" element
;    wherever necessary. The following example will display
;    "FIGHT!" using font 1, bank 1, with center-alignment.
;      fight.font = 1,1, 0
;      fight.text = FIGHT!
;
; 4. snd
;    Format: snd = sndgrp, sndno
;    This is the identifier pair for the sound effect to
;    play. The .snd file that the sound is played from
;    is given in the "snd" parameter in the [Files] group.
;    This plays sound 21,0 for the "level1" component.
;      level1.snd = 21,0
; 
; Take note that the anim, spr and font element types are
; mutually exclusive; you can only use one of them per
; component.
;
; The types of elements supported vary with the component.
; Usually the anim, spr and font elements are interchangeable
; for a component. However, in some cases only one element
; type may be used. An example of this is found under [Combo]:
;   counter.font = 2,4  ;Font for combo counter
; You cannot use an animation or a sprite to represent a
; numeric counter, so it only makes sense to define a font
; for use.
;
; There are other element types that do nothing on their
; own. They can be used with display element types
; (spr, anim and font) to gain more control. These
; have no meaning when used with the snd element.
;   5.  offset
;   6.  displaytime
;   7.  facing
;   8.  vfacing
;   9.  layerno
;   10. scale
;
; 5. offset
;   Format: offset = x, y
;   Displaces the display element horizontally by x pixels,
;   and vertically by y pixels.
;   If this element is omitted, the offset is assumed to
;   be 0,0.
;
; 6. displaytime
;   Format: displaytime = time_in_ticks
;   This element defines the time to display the component.
;   If omitted, the default display time varies with element
;   type. For spr and font elements, the default displaytime
;   is 1. For anim, it is the looptime of the animation.
;   This example displays the text "FIGHT!" for 45 game
;   ticks:
;     fight.font = 1,1, 0
;     fight.text = FIGHT!
;     fight.displaytime = 45
;
; 7. facing
;   Format: facing = dir
;   Sets the horizontal flipping of the display element.
;   1 means no flipping, and -1 means flip horizontally.
;   Does not affect "font" elements. Defaults to 1 if
;   omitted.
;
; 8. vfacing
;   Format: vfacing = dir
;   Sets the vertical flipping of the display element.
;   1 means no flipping, and -1 means flip vertically.
;   Does not affect "font" elements. Defaults to 1 if
;   omitted.
;
; 9. layerno
;   Format: layerno = no
;   This element lets you set the layer to which the
;   display element will be drawn on. 0 is in front of
;   the background, but behind the players. 1 is in
;   front of the players, but behind the foreground.
;   2 is in front of the foreground. The default is 0
;   in most cases.
;   An example of where this might be useful is when
;   you want to have the life or power bars appear
;   on top. In that case, set all the components to
;   have layerno = 2.
;
; 10. scale
;   Format: scale = xscale, yscale
;   Scales the display element by a horizontal scale
;   factor of xscale, and vertically by a factor of
;   yscale. Defaults to 1,1 if omitted.
;   Currently does not affect "font" elements.
;
; Some components have additional elements specific
; to themselves.
