[Info]
name = "ClayFighter: Infinite Clayfare"          ;Name of motif
author = "Basara-kun"       ;Motif author name
versiondate = 08,18,2023  ;Version date of motif (MM-DD-YYYY) (new in MUGEN 2009)
mugenversion = 1.0        ;Version of M.U.G.E.N motif is compatible with (new in MUGEN 2009)
localcoord = 640,480      ;Local coordinate space width and height (new in MUGEN 2009)

[Files]
spr = system.sff          ;Filename of sprite data
snd = system.snd          ;Filename of sound data
logo.storyboard =         ;Logo storyboard definition (optional)
intro.storyboard =        ;Intro storyboard definition (optional)
select = select.def       ;Character and stage selection list
fight = CF63/fight.def         ;Fight definition filename
font1 = f-4x6.def         ;System fonts
font2 = f-6x9.def         ;System fonts
font3 = jg.fnt            ;System fonts
font4 = CF63/cf-letra1.fnt
font5 = CF63/cf-letra2.fnt
font6 = CF63/cf-letra1a.fnt

;----------------------------
[Music]
title.bgm = sound/title.mp3
title.bgm.volume = 255
title.bgm.loop = 1        ;Set to 0 to prevent looping
select.bgm = sound/select.mp3
select.bgm.volume = 255
select.bgm.loop = 1
vs.bgm = sound/versus.mp3
vs.bgm.volume = 255
vs.bgm.loop = 0
victory.bgm = sound/ending.mp3
victory.bgm.volume = 255
victory.bgm.loop = 0

;-------------------------------------------------------------------
;Title screen definition
[Title Info]
fadein.time = 10
fadeout.time = 10
menu.pos = 320,290
menu.item.font = 6,0,0
menu.item.active.font = 4,0,0
menu.item.spacing = 0, 36
; Names for each of the items in the menu. Names must be in quotes.
; Use "" to disable an item. If all are disabled, goes straight to demo mode
; (hold Esc to quit demos).
menu.itemname.arcade = "ARCADE"
menu.itemname.versus = "VS MODE"
menu.itemname.teamarcade = "TEAM ARCADE"
menu.itemname.teamversus = "TEAM VS"
menu.itemname.teamcoop = "TEAM CO-OP"
menu.itemname.survival = "SURVIVAL"
menu.itemname.survivalcoop = "SURVIVAL CO-OP"
menu.itemname.training = "TRAINING"
menu.itemname.watch = "WATCH"
menu.itemname.options = "OPTIONS"
menu.itemname.exit = "EXIT"
; These parameters define the window in which the items are visible
; in.
menu.window.margins.y = 26,6
menu.window.visibleitems = 3
menu.boxcursor.visible = 1     ;Set to 0 to disable default cursor display
menu.boxcursor.coords = -88,-32,96,2
; These are the sounds for cursor movement
cursor.move.snd = 100,0
cursor.done.snd = 100,1
cancel.snd = 100,2

;----------------------------
;Title background definition
[TitleBGdef]
;bgclearcolor = 0,0,0

[TitleBG 0]
type  = normal
spriteno = 5, 0
start = 0, 0
width = 400, 1200
yscalestart = 100
yscaledelta = 1
tile  = 1,1
velocity = -1

[TitleBG 1]
type  = normal
spriteno = 0,0
start = 0, 20
mask = 1

[TitleBG 2]
type  = normal
spriteno = 6, 0
start = -310, 370
mask  = 1

[TitleBG 3]
type  = normal
spriteno = 6, 1
start = -220, 370
mask  = 1

[TitleBG 4]
type  = normal
spriteno = 6, 3
start = -140, 360
mask  = 1

[TitleBG 5]
type  = normal
spriteno = 6, 2
start = -50, 400
mask  = 1

[TitleBG 6]
type  = normal
spriteno = 6, 4
start = 40, 390
mask  = 1

[TitleBG 7]
type  = normal
spriteno = 6, 5
start = 150, 380
mask  = 1

[TitleBG 8]
type  = normal
spriteno = 6, 6
start = 240, 410
mask  = 1

;----------------------------
[Infobox] ;(new in MUGEN 1.0)
text.font = 2,0,1

;----------------------------
[Infobox Text] ;(new in MUGEN 1.0)
This game is powered by M.U.G.E.N 1.0 Final.
ClayFighter: Infinity Clayfare - Beta 2: 2023.08.18
_
This is a fangame made by me and is a tribute to Interplay's ClayFighter series, 
all characters in this game are fictional and they cannot splatted you on the ground, 
cutting you in half, squeezing you like a squishing ball or throwing you out of the
existence, so don't worry about your health and be safe playing this :)
_
(c)
Interplay 1993-1998
Elecbyte 1999-2011
Basara-kun 2003-2023

;-------------------------------------------------------------------
;Character select definition
[Select Info]
fadein.time = 10
fadeout.time = 10
rows = 3
columns = 10
wrapping = 1              ;1 to let cursor wrap around
pos = 52,310              ;Position to draw to
showemptyboxes = 0        ;1 to show empty boxes
moveoveremptyboxes = 0    ;1 to allow cursor to move over empty boxes
cell.size = 50,50         ;x,y size of each cell (in pixels)
cell.spacing = 4          ;Space between each cell
cell.bg.spr = 150,0       ;Note: Don't use animation for cells
cell.random.spr = 151,0   ;Icon for random select (don't use animation)
cell.random.switchtime = 4;Time to wait before changing to another random portrait
p1.cursor.startcell = 0,0
p1.cursor.active.spr = 160,0
p1.cursor.done.spr = 160,0
p1.cursor.move.snd = 100,0
p1.cursor.done.snd = 100,1
p1.random.move.snd = 100,0
p2.cursor.startcell = 0,9
p2.cursor.active.spr = 170,0
p2.cursor.done.spr = 170,0
p2.cursor.blink = 1       ;1 to blink p2's cursor if overlapping p1's
p2.cursor.move.snd = 100,0
p2.cursor.done.snd = 100,1
p2.random.move.snd = 100,0
random.move.snd.cancel = 0;1 to have random move sound cancel itself when played repeatedly
stage.move.snd = 100,0
stage.done.snd = 100,1
cancel.snd = 100,2
portrait.spr = 9000,0     ;Do not change from 9000,0
portrait.offset = 0,0
portrait.scale = 1,1
title.offset = 319,35     ;Position of title (Arcade Mode, etc)
title.font = 5,0,0        ;Font of title (-1 for none)
;Big portraits
p1.face.spr = 9000,1      ;Do not change from 9000,1
p1.face.offset = 57,20    ;Position to put big portrait
p1.face.scale = .9,.9
p1.face.facing = 1
p2.face.spr = 9000,1
p2.face.offset = 582,20
p2.face.scale = .9,.9
p2.face.facing = -1
;Name
p1.name.offset = 57,305   ;Position to put name
p1.name.font = 4,1,1      ;Set to -1 for no display
p1.name.spacing = 0,35   ;Space between each name for players on the same team
p2.name.offset = 582,305
p2.name.font = 4,1,-1
p2.name.spacing = 0,35
;Stage select
stage.pos = 320,65;305
stage.active.font = 4,1,0
stage.active2.font = 6,0  ;Second font color for blinking
stage.done.font = 4,0
;Team menu
teammenu.move.wrapping = 1
p1.teammenu.pos = 20, 70
;p1.teammenu.bg.spr =
p1.teammenu.selftitle.font = 4,0, 1
p1.teammenu.selftitle.text = Select team mode
p1.teammenu.enemytitle.font = 4,0, 1
p1.teammenu.enemytitle.text = Opponent team mode
p1.teammenu.move.snd = 100,0
p1.teammenu.value.snd = 100,0
p1.teammenu.done.snd = 100,1
p1.teammenu.item.offset = 0,35
p1.teammenu.item.spacing = 0,35
p1.teammenu.item.font = 6,0, 1
p1.teammenu.item.active.font = 4,3, 1
p1.teammenu.item.active2.font = 4,0, 1 ;Second font color for blinking
p1.teammenu.item.cursor.offset = -30, 0
p1.teammenu.item.cursor.anim = -1;180
p1.teammenu.value.icon.offset = 80,-5
p1.teammenu.value.icon.spr = 181,0
p1.teammenu.value.empty.icon.offset = 80,-5
p1.teammenu.value.empty.icon.spr = 182,0
p1.teammenu.value.spacing = 30,0
;p2 team
p2.teammenu.pos = 619, 70
;p2.teammenu.bg.spr =
p2.teammenu.selftitle.font = 4,0, -1
p2.teammenu.selftitle.text = Select team mode
p2.teammenu.enemytitle.font = 4,0, -1
p2.teammenu.enemytitle.text = Opponent team mode
p2.teammenu.move.snd = 100,0
p2.teammenu.value.snd = 100,0
p2.teammenu.done.snd = 100,1
p2.teammenu.item.offset = 0,35
p2.teammenu.item.spacing = 0,35
p2.teammenu.item.font = 6,0, -1
p2.teammenu.item.active.font = 4,1, -1
p2.teammenu.item.active2.font = 4,0, -1 ;Second font color for blinking
p2.teammenu.item.cursor.offset = 30, 0
p2.teammenu.item.cursor.anim = -1;190
p2.teammenu.value.icon.offset = -80,-5
p2.teammenu.value.icon.spr = 191,0
p2.teammenu.value.empty.icon.offset = -80,-5
p2.teammenu.value.empty.icon.spr = 192,0
p2.teammenu.value.spacing = -30,0
;Sounds

[Begin Action 180] ;P1 Team mode cursor
180,0, 0,0, 1
180,0, 1,0, 1
180,0, 2,0, 1
180,0, 3,0, 1
180,0, 4,0, 1
180,0, 5,0, 1
180,0, 6,0, 1
180,0, 7,0, 1

[Begin Action 190] ;P2 Team mode cursor
190,0, 0,0, 1
190,0,-1,0, 1
190,0,-2,0, 1
190,0,-3,0, 1
190,0,-4,0, 1
190,0,-5,0, 1
190,0,-6,0, 1
190,0,-7,0, 1

;-----------------------
;Character select screen background
[SelectBGdef]
;spr = graphics/selectbg.sff  ;Filename of sprite data

[SelectBG 0] ;Scrolling background
type  = normal
spriteno = 100,4
layerno = 0
start = 0,0
tile  = 1,1
velocity = -1, -1

;-------------------------------------------------------------------
[VS Screen]
time = 200                ;Time to show screen
fadein.time = 15
fadeout.time = 15
;Match text in arcade modes
match.text = "Match %i"   ;%i can be used for the match number
match.offset = 320, 50
match.font = 5,0,0
;Big portraits
p1.spr = 9000, 1
p1.offset =  20,50
p1.facing = 1
p1.scale = 1,1
p2.spr = 9000, 1
p2.offset = 598,50
p2.facing = -1
p2.scale = 1,1
;Names
p1.name.offset  =  100,420
p1.name.font =   6,1,1
p1.name.spacing = 0,35
p2.name.offset  = 539,420
p2.name.font =   6,1,-1
p2.name.spacing = 0,35

;-----------------------
;VS Match up screen background
[VersusBGdef] 

[VersusBG 1] 
type  = normal
spriteno = 100,3
start = 0,0
tile  = 1,1
velocity = -1,-1

[VersusBG 4] ;VS Logo
type  = anim
actionno = 200
layerno = 1 ; Front
start = 0,300

[Begin Action 200]
-1,0, 0,0, 8
200,13, 0,0, 2
200,12, 0,0, 2
200,11, 0,0, 2
200,10, 0,0, 2
200,9, 0,0, 2
200,8, 0,0, 2
200,7, 0,0, 2
200,6, 0,0, 2
200,5, 0,0, 2
200,4, 0,0, 2
200,3, 0,0, 2
200,2, 0,0, 2
200,1, 0,0, 2
200,0, 0,0, -1

;-------------------------------------------------------------------
;Demo mode definition
[Demo Mode]
enabled = 1               ;Set to 1 to enable demo mode, 0 to disable
select.enabled = 0        ;Set to 1 to display select screen, 0 to disable
vsscreen.enabled = 0      ;Set to 1 to display versus screen, 0 to disable
title.waittime = 600      ;Time to wait at title before starting demo mode
fight.endtime = 1500      ;Time to display the fight before returning to title
fight.playbgm = 1         ;Set to 1 to enable in-fight BGM, 0 to disable
fight.bars.display = 0    ;Set to 1 to display lifebar, 0 to disable
intro.waitcycles = 1      ;Cycles to wait before intro cutscene is played again
debuginfo = 0             ;Set to 0 to hide debugging info (debug mode only)

;-------------------------------------------------------------------
;Continue screen definition
[Continue Screen]
enabled = 1               ;Set to 1 to show continue screen, 0 to disable

;-------------------------------------------------------------------
;Game over screen definition
[Game Over Screen]
enabled = 1               ;Set to 1 to show game over screen, 0 to disable
storyboard = gameover.def             ;Game over storyboard filename

;-------------------------------------------------------------------
;Victory screen definition
;This is the screen that is shown when you win a match in arcade mode.
;It will not be displayed on the last match of arcade mode.
[Victory Screen]
enabled = 1
time = 300                ;Time to show screen
fadein.time = 8
fadeout.time = 15
;Winner's portrait and name
p1.offset = 100,20
p1.spr = 9000,1
p1.facing = 1
p1.scale = 1,1
;p1.window = 40,0, 598,438
p1.name.offset = 50,350
p1.name.font = 5,0,1
;Win quote text
winquote.text = "You win!" ;Default win quote text to show
winquote.offset = 50,380
winquote.font = 4,0,1
winquote.window = 40,350, 600,470
winquote.textwrap = w     ;Word wrap

;-----------------------
;Victory screen background
[VictoryBGdef] 

[VictoryBG 1] 
type  = normal
spriteno = 100,2
start = 0,0
tile  = 1,1
velocity = 0,1.5

;-------------------------------------------------------------------
;Win screen definition
;This is the screen that is shown when you win in arcade mode.
;It will not be displayed if the winning character has an ending.
[Win Screen]
enabled = 1               ;Set to 1 to show win screen, 0 to disable
wintext.text = "Congratulations!"
wintext.font = 5,0,0
wintext.offset = 318,140
wintext.displaytime = -1
wintext.layerno = 2
fadein.time = 32
pose.time = 300
fadeout.time = 64

;-------------------------------------------------------------------
;Game ending screen definition
;This screen shows up after the Win Screen.
;It will not be displayed if the winning character has an ending.
[Default Ending]
enabled = 0               ;Set to 1 to show default ending, 0 to disable
storyboard = gameover.def	          ;Default ending storyboard filename

;-------------------------------------------------------------------
;Ending credits screen definition
;This screen shows up after the Win Screen and Ending
[End Credits]
enabled = 0               ;Set to 1 to show credits, 0 to disable
storyboard =              ;Credits storyboard filename

;-------------------------------------------------------------------
;Survival mode results screen definition
;This is the screen that is shown when you win in survival mode.
;It will not be displayed if the winning character has an ending.
[Survival Results Screen]
enabled = 1
winstext.text = "Rounds survived: %i"  ;Use %i for win counter
winstext.font = 6,0,0
winstext.offset = 318,140
winstext.displaytime = -1
winstext.layerno = 2
fadein.time = 32
show.time = 300
fadeout.time = 64
roundstowin = 5           ;Number of rounds to get win pose (lose pose otherwise)

;-------------------------------------------------------------------
;Options screen definition
[Option Info]
title.offset = 320,38
title.font = 5,0,0
cursor.move.snd = 100,0
cursor.done.snd = 100,1
cancel.snd = 100,2

;-------------------
;Options screen background
[OptionBGdef] 

[OptionBG 1]
type  = normal
spriteno = 100,2
start = 0,0
tile  = 1,1
velocity = -1, -1
