; 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.

; *2001.11.01 NEW* symbolizes any new parameters added for the 2001.11.01
; version of M.U.G.E.N.

; Notes about fonts:
;   - do not index fonts greater than 9 (crash)
;   - fonts indexed here do not refer to the ones in
;     system.def
;
; 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]
sff = fight.sff
snd = fight.snd
font1 = font/num48.def
font2 = font/msgothic-tt36.def
font3 = font/msgothic-tt36.def
fightfx.sff = fightfx.sff
fightfx.air = fightfx.air
common.snd = common.snd

;-----------------------------------------------------------
[Lifebar]
;Player 1
p1.bg0.anim = -1
p1.pos    = 140,13
p1.bg1.anim = -1
p1.bg2.spr = 11,0
p1.mid.anim = -1
p1.front.anim = -1
p1.range.x  = 0,-120
;Player 2
p2.pos    = 179,13
p2.bg0.anim = -1
p2.bg0.facing = -1
p2.bg1.spr = 11,0
p2.bg1.facing = -1
p2.mid.anim = -1
p2.mid.facing = -1
p2.front.anim = -1
p2.front.facing = -1
p2.range.x = 0,120

[Begin Action 10] ;Darkened lifebar background 
-1,0, 0,0, 1, , S

[Simul Lifebar]
;Player 1
p1.pos    = 140,6
p1.bg0.anim = 118
p1.bg1.spr = 20,0
p1.bg2.spr = 20,1
p1.mid.offset = 0,-1
p1.mid.spr = 2,0
p1.front.offset = 0,-1
p1.front.spr = 21,0
p1.range.x  = 0,-120
;Player 2
p2.pos    = 178,6
p2.bg0.spr = 20,0
p2.bg0.facing = -1
p2.bg1.spr = 20,1
p2.bg1.facing = -1
p2.mid.offset = 0,-1
p2.mid.spr = 2,0
p2.mid.facing = -1
p2.front.offset = 0,-1
p2.front.spr = 21,0
p2.front.facing = -1
p2.range.x = 0,120
;Player 3
p3.pos    = 140,6
p3.mid.spr = 2,3
p3.front.spr = 23,0
p3.range.x  = 0,-120
;Player 4
p4.pos    = 178,6
p4.mid.spr = 2,3
p4.mid.facing = -1
p4.front.spr = 23,0
p4.front.facing = -1
p4.range.x = 0,120

[Begin Action 20] ;Darkened lifebar background (team)
-1,0,0,0,1, ,as256d256

[Turns Lifebar]
;Player 1
p1.bg0.anim = 116
p1.pos    = 140,13
p1.bg1.anim = 10
p1.bg2.spr = 11,0
p1.mid.anim = 112
p1.front.anim = 111
p1.range.x  = 0,-120
;Player 2
p2.pos    = 179,13
p2.bg0.anim = 10
p2.bg0.facing = -1
p2.bg1.spr = 11,0
p2.bg1.facing = -1
p2.mid.anim = 112
p2.mid.facing = -1
p2.front.anim = 111
p2.front.facing = -1
p2.range.x = 0,120


;------------------------------------------

[Begin Action 111]
0,0,0,0,0
-1,0,0,0,1, ,as256d256

[Begin Action 112]
0,0,0,0,0
-1,0,0,0,1, ,as256d256

[Begin Action 113]
0,0,0,0,0
-1,0,0,0,1, ,as256d256

[Begin Action 115]
0,0,0,0,0
-1,0,0,0,1

[Begin Action 116]
0,0,0,0,0
-1,1,0,0,1, ,as256d256

[Begin Action 118]
0,0,0,0,0
-1,2,0,0,1, ,as256d256

[Begin Action 119]
0,0,0,0,0
-1,0,0,0,1, ,as256d256
;-----------------------------------------------------------
[Powerbar]
p1.pos    = 140,13
p1.bg0.anim = 
p1.bg1.anim = 
p1.bg1.layerno = 2
;p1.mid.anim = 50
p1.front.anim = -1
p1.range.x = 0,-59
p1.counter.offset = -114,222
p1.counter.font = -1,0, 0
p1.counter.layerno = 2

;Player 2
p2.pos    = 179,13
p2.bg0.anim = 
p2.bg0.facing = -1
p2.bg1.spr = 
p2.bg1.layerno = 2
p2.bg1.facing = -1
;p2.mid.spr = 
;p2.mid.facing = -1
p2.front.anim = 50
p2.front.facing = -1
p2.range.x = 0,59
p2.counter.offset = 114,222
p2.counter.font = -1,0, 0
p2.counter.layerno = 2
layerno = 0


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

[Begin Action 40] ;Darkened powerbar background 
-1,0, 0,0, 1, , S


;-----------------------------------------------------------
[Face]
;Player 1
p1.pos    = 13,13
p1.bg.spr = 
p1.face.spr = -1,0
p1.face.facing = 1
p1.face.offset = 0,10
;Player 2
p2.pos    = 306,13
p2.bg.spr = 
p2.bg.facing = -1
p2.face.spr = -1,0
p2.face.facing = -1
p2.face.offset = 0,10

[Simul Face]
;Player 1
p1.pos    = -3,12
p1.bg.spr = 
p1.face.spr = 
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 =
p2.bg.facing = -1
p2.face.spr = 
p2.face.scale = 0.6,0.6
p2.face.facing = -1
p2.face.offset = 0,10
;Player 3
p3.pos    = -14,30
p3.face.spr = 
p3.face.scale = 0.6,0.6
p3.face.facing = 1
p3.face.offset = 11,10
;Player 4
p4.pos    = 328,30
p4.bg.facing = -1
p4.face.spr = 
p4.face.scale = 0.6,0.6
p4.face.facing = -1
p4.face.offset = -11,10

[Turns Face]
;Player 1
p1.pos    = 13,13
p1.bg.spr = 
p1.face.spr = -1,0
p1.face.facing = 1
p1.face.offset = 0,10
p1.teammate.pos = 1,52
p1.teammate.spacing = 16,0
p1.teammate.bg.spr = 
p1.teammate.ko.spr = 71,0
p1.teammate.face.spr = -1,0
p1.teammate.face.scale = 0.5,0.53
p1.teammate.face.facing = 1
p1.teammate.face.offset = 1,0
;Player 2
p2.pos    = 306,13
p2.bg.spr = 
p2.bg.facing = -1
p2.face.spr = -1,0
p2.face.facing = -1
p2.face.offset = 0,10
p2.teammate.pos = 317,52
p2.teammate.spacing = -16,0
p2.teammate.bg.spr = 
p2.teammate.bg.facing = -1
p2.teammate.ko.spr = 71,0
p2.teammate.ko.facing = -1
p2.teammate.face.spr = -1,0
p2.teammate.face.scale = 0.5,0.53
p2.teammate.face.facing = -1
p2.teammate.face.offset = -1,0

;-----------------------------------------------------------
[Name]
p1.pos = 2,10
;p1.bg. =
p1.name.font = -1,0, 1
;p2.bg. =
p2.pos = 318,10
p2.name.font = -1,0, -1

[Simul Name]
p1.pos = 2,9
p1.name.font = -1,0, 1
p2.pos = 318,9
p2.name.font = -1,0, -1
p3.pos = 2,48
p3.name.font =-1,0, 1
p4.pos = 318,48
p4.name.font = -1,0, -1

[Turns Name]
p1.pos =  2,10
;p1.bg. =
p1.name.font = -1,0, 1
;p2.bg. =
p2.pos =318,10
p2.name.font = -1,0, -1

;-----------------------------------------------------------
[Time]
pos = 320,64
; Uncomment the following line to use a bg component
;bg.spr = 
; Time count display
counter.offset = 0,0
counter.font = 2,1, 0
; Ticks for each count
framespercount = 60

;-----------------------------------------------------------
[Combo]
team1.pos = 12,185         ;Coords to show
team1.start.x = -40       ;Starting x-coords
team1.counter.font = -1;1,1,1,256,150,0
team1.counter.shake = 1   ;Set to 1 to shake count on hit
team1.text.text = ""   ;You can use %i to show count in the text, eg "%i Hit!"
team1.text.font = -1;2,0
team1.text.offset = 75,-5  ;Offset of text
team1.displaytime = 90    ;Time to show text
team2.pos = 590,185         ;Coords to show
team2.start.x = 718       ;Starting x-coords
team2.counter.font =-1; 1,2,1,256,150,0
team2.counter.shake = 1   ;Set to 1 to shake count on hit
team2.text.text = ""   ;You can use %i to show count in the text, eg "%i Hit!"
team2.text.font = -1;2,0
team2.text.offset = -75,-5   ;Offset of text
team2.displaytime = 90

;-----------------------------------------------------------
[Round]
match.wins= 1            ;Rounds needed to win a match
match.maxdrawgames = 1      ;Max number of drawgames allowed (-1 for infinite) *2001.11.01 NEW*
start.waittime = 30         ;Time to wait before starting intro

; Default position for all components
pos = 0,0

; ROUND X
round.time = 5              ;Time to show round display
round.default.offset = 160, 100
; 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.
round.default.font = 1,0, 0
round.default.text = 
round.default.displaytime = 0
; Sounds to play for each round (optional, specify up to round 9)
;round1.snd = 0,1
;round2.snd = 0,2
;round3.snd = 0,3
;round.sndtime = 0           ;Time to play the sounds
; Components to show for each round (optional, specify up to round 9)
; Uncomment to use
;round1.offset = 160, 100
;round1.anim = 

; FIGHT
fight.time = 0             ;Time to show FIGHT component
fight.offset = 160, 110     ;Component for FIGHT display
fight.anim = 80             ;.
fight.snd = 1,0             ;Sound to play
fight.sndtime = 0           ;Time to play sound

ctrl.time = 1            ;Time players get control after "Fight"

; KO
KO.time    = 0              ;Time to show KO component
KO.offset  = 160, 70        ;Component for KO display
KO.anim    = -1;200            ;.
KO.snd     = 2,9            ;Sound to play for KO announcement
; Double KO
DKO.offset = 160, 70
DKO.font   = 1,5
DKO.text   = ;Double K.O.
DKO.displaytime = 1
DKO.snd    = 2,9
; Time Over
TO.offset  = 160, 70
TO.font    = 1,5
TO.text    = 
TO.displaytime = 1
TO.snd     = 2,9
KO.sndtime = 0             ;Time to play sound for KO, DKO and TO.
slow.time  = 60            ;Time for KO slowdown (in ticks)
over.waittime = 1         ;Time to wait after KO before player control is stopped
over.hittime = 1          ;Time after KO that players can still damage each other (for double KO)
over.wintime =1          ;Time to wait before players change to win states
over.time = 1           ;Time to wait before round ends
; Time to wait before showing win/draw message
win.time = 1
; Win text
win.offset = 160, 70
win.font = 1,0
win.text = 
win.displaytime = 540
; 2-player win text
win2.offset = 160, 70
win2.font = 1,0
win2.text = %s and %s Win
win2.displaytime = 540
; Draw text
draw.offset = 160, 70
draw.font = 1,0
draw.text = 
draw.displaytime = 540

;"Fight!" Animation
[Begin Action 80]
80,1, 0,0, 1
80,2, 0,0, 1
80,3, 0,0, 1
80,4, 0,0, 1
80,5, 0,10, 2
80,5, 0,0, 2
80,5, 0,10, 2
80,5, 0,0, 2
80,5, 0,10, 2
80,5, 0,0, 2
80,5, 0,10, 2
80,5, 0,0, 2
80,5, 0,10, 2
80,5, 0,0, 2
80,5, 0,10, 2
80,5, 0,0, 2
80,5, 0,0, 2,, AS225D256
80,5, 0,0, 2,, AS200D256
80,5, 0,0, 2,, AS175D256
80,5, 0,0, 2,, AS150D256
80,5, 0,0, 2,, AS125D256
80,5, 0,0, 2,, AS100D256
80,5, 0,0, 2,, AS75D256
80,5, 0,0, 2,, AS50D256
80,5, 0,0, 2,, AS25D256
80,5, 0,0, 2,, AS10D256

;"K.O." Animation
[Begin Action 200]
200,0, 0,0, 3, ,as250d256
200,1, 0,0, 3, ,as250d256
200,2, 0,0, 3, ,as250d256
200,3, 0,0, 3, ,as250d256
200,4, 0,0, 3, ,as250d256
200,5, 0,0, 3, ,as250d256
200,6, 0,0, 3, ,as250d256
200,7, 0,0, 3, ,as250d256
200,8, 0,0, 3, ,as250d256
200,8, 0,0, 2, ,as240d256
200,8, 0,0, 2, ,as230d256
200,8, 0,0, 2, ,as220d256
200,8, 0,0, 2, ,as210d256
200,8, 0,0, 2, ,as200d256
200,8, 0,0, 2, ,as190d256
200,8, 0,0, 2, ,as180d256
200,8, 0,0, 2, ,as170d256
200,8, 0,0, 2, ,as160d256
200,8, 0,0, 2, ,as150d256
200,8, 0,0, 2, ,as140d256
200,8, 0,0, 2, ,as130d256
200,8, 0,0, 2, ,as120d256
200,8, 0,0, 2, ,as110d256
200,8, 0,0, 2, ,as100d256
200,8, 0,0, 2, ,as90d256
200,8, 0,0, 2, ,as80d256
200,8, 0,0, 2, ,as70d256
200,8, 0,0, 2, ,as60d256
200,8, 0,0, 2, ,as50d256
200,8, 0,0, 2, ,as40d256
200,8, 0,0, 2, ,as30d256
200,8, 0,0, 2, ,as20d256
200,8, 0,0, 2, ,as10d256

[Begin Action 50]
-1,0,0,0,1, ,as256d256

;-----------------------------------------------------------
[WinIcon]
p1.pos = 131,43   ;33,43
p1.pos.spacing = 1 
p2.pos = 185,43 ;286,43
; Offset for next icon (x,y)
p1.iconoffset = 14,0  
p2.iconoffset = -14,0
; Counter text font and offset for representing wins
p1.counter.offset = 0,0
p1.counter.font = 2,1
p2.counter.offset = 0,0
p2.counter.font = 2,1
; Win by normal
p1.n.spr = 100,0
p2.n.spr = 100,0
; Win by special
p1.s.spr = 100,0
p2.s.spr = 100,0
; Win by hyper (super)
p1.h.spr = 100,0
p2.h.spr = 100,0
; Win by normal throw
p1.throw.spr = 100,0
p2.throw.spr = 100,0
; Win by cheese
p1.c.spr = 100,0
p2.c.spr = 100,0
; Win by time over
p1.t.spr = 100,0
p2.t.spr = 100,0
; Win by suicide (here's a fun one)
p1.suicide.spr = 100,0
p2.suicide.spr = 100,0
; Opponent beaten by his own teammate (another fun one)
p1.teammate.spr = 100,0
p2.teammate.spr = 100,0
; Win by perfect (overlay icon)
p1.perfect.spr = 100,0
p2.perfect.spr = 100,0
; Use icons up until this number of wins
useiconupto = 2


;-----------------------------------------------------------
; 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. (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, alignmt
;            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.
;    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.
