[Info]
name = "CVSBE Lifebars"
author = "President Devon"
mugenversion = 1.1
; Definition of fight screen

; Motif: MUGEN1
; Optimal resolution: 1280x720
; Requires: MUGEN 1.1

; 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]
sff = fight.sff
snd = fight.snd
font1 = font/power.def
font2 = font/fresh24.def
font3 = font/timer.def
font4 = font/combo.def
font5 = font/continue.def
fightfx.sff = fightfx.sff
fightfx.air = fightfx.air
common.snd = common.snd

;-----------------------------------------------------------
[FightFx]
scale = 4

;-----------------------------------------------------------
[Lifebar]
;Player 1
p1.pos    = 640,0
p1.bg0.spr = 0,0
p1.mid.anim = 1
p1.mid.offset = -96,0
p1.front.anim = 2
p1.front.offset = -96,0
p1.range.x  = -96,-523
;Player 2
p2.pos    = 639,0
p2.bg0.spr = 0,0
p2.bg0.facing = -1
p2.mid.anim = 1
p2.mid.offset = 96,0
p2.mid.facing = -1
p2.front.anim = 2
p2.front.offset = 96,0
p2.front.facing = -1
p2.range.x = 96,523

[Simul Lifebar]
;Player 1
p1.pos    = 640,0
p1.bg0.spr = 0,1
p1.mid.anim = 3
p1.mid.offset = -96,0
p1.front.anim = 4
p1.front.offset = -96,0
p1.range.x  = -96,-573
;Player 2
p2.pos    = 639,0
p2.bg0.spr = 0,1
p2.bg0.facing = -1
p2.mid.anim = 3
p2.mid.offset = 96,0
p2.mid.facing = -1
p2.front.anim = 4
p2.front.offset = 96,0
p2.front.facing = -1
p2.range.x = 96,573
;Player 3
p3.pos    = 640,0
p3.mid.anim = 5
p3.mid.offset = -302,0
p3.front.anim = 6
p3.front.offset = -302,0
p3.range.x  = -302,-573
;Player 4
p4.pos    = 639,0
p4.mid.anim = 5
p4.mid.offset = 302,0
p4.mid.facing = -1
p4.front.anim = 6
p4.front.offset = 302,0
p4.front.facing = -1
p4.range.x = 302,573

[Turns Lifebar]
;Player 1
p1.pos    = 640,0
p1.bg0.spr = 0,0
p1.mid.anim = 1
p1.mid.offset = -96,0
p1.front.anim = 2
p1.front.offset = -96,0
p1.range.x  = -96,-523
;Player 2
p2.pos    = 639,0
p2.bg0.spr = 0,0
p2.bg0.facing = -1
p2.mid.anim = 1
p2.mid.offset = 96,0
p2.mid.facing = -1
p2.front.anim = 2
p2.front.offset = 96,0
p2.front.facing = -1
p2.range.x = 96,523

;-----------------------------------------------------------
[Powerbar]
;Player 1
p1.pos    = 640,0
p1.front.anim = 7
p1.front.offset = -132,0
p1.range.x = -132,-303
p1.counter.offset = -120,95
p1.counter.font = 1,0,0

;Player 2
p2.pos    = 639,0
p2.front.anim = 7
p2.front.offset = 132,0
p2.front.facing = -1
p2.range.x  = 132,303
p2.counter.offset = 120,95
p2.counter.font = 1,0,0

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


;-----------------------------------------------------------
[Face]
;Player 1
p1.pos    = 11,25
p1.face.spr = 9000,0
;Player 2
p2.pos    = 1268,25
p2.face.spr = 9000,0
p2.face.facing = -1

[Simul Face]
;Player 1
p1.pos    = 12,22
p1.face.spr = 9000,0
p1.face.scale = .5,.5
;Player 2
p2.pos    = 1267,22
p2.face.spr = 9000,0
p2.face.scale = .5,.5
p2.face.facing = -1
;Player 3
p3.pos    = 12,77
p3.face.spr = 9000,0
p3.face.scale = .5,.5
;Player 4
p4.pos    = 1267,77
p4.face.spr = 9000,0
p4.face.scale = .5,.5
p4.face.facing = -1

[Turns Face]
;Player 1
p1.pos    = 11,25
p1.face.spr = 9000,0
;Player 1's teammates
p1.teammate.pos = 125,105
p1.teammate.spacing = 56,0
p1.teammate.bg0.spr = 7,0
p1.teammate.ko.spr = 7,1
p1.teammate.face.spr = 9000,0
p1.teammate.face.scale = 0.4,0.4
p1.teammate.face.facing = 1
;Player 2
p2.pos    = 1268,25
p2.face.spr = 9000,0
p2.face.facing = -1
;Player 2's teammates
p2.teammate.pos = 1135,105
p2.teammate.spacing = -56,0
p2.teammate.bg0.spr = 7,0
p2.teammate.bg0.facing = -1
p2.teammate.ko.spr = 7,2
p2.teammate.face.spr = 9000,0
p2.teammate.face.scale = 0.4,0.4
p2.teammate.face.facing = -1

;-----------------------------------------------------------
[Name]
p1.pos = 124,46
p1.name.font = 2,0, 1, 125,201,255
p2.pos = 1155,46
p2.name.font = 2,0, -1, 125,201,255

[Simul Name]
p1.pos = 74,46
p1.name.font = 2,0, 1, 125,201,255
p2.pos = 1205,46
p2.name.font = 2,0, -1, 125,201,255
p3.pos = 74,119
p3.name.font = 2,0, 1, 125,201,255
p4.pos = 1205,119
p4.name.font = 2,0, -1, 125,201,255

[Turns Name]
p1.pos = 124,46
p1.name.font = 2,0, 1, 125,201,255
p2.pos = 1155,46
p2.name.font = 2,0, -1, 125,201,255

;-----------------------------------------------------------
[Time]
pos = 640,92
; Uncomment the following line to use a bg component
;bg.spr = 
; Time count display
counter.offset = 0,0
counter.font = 3,0, 0
; Ticks for each count
framespercount = 60

;-----------------------------------------------------------
[Combo]
team1.pos = 20,252        ;Coords to show
team1.start.x = -240      ;Starting x-coords
team1.counter.font = 4,0,1
team1.counter.shake = 1   ;Set to 1 to shake count on hit
team1.text.text = "A" ;You can use %i to show count in the text, eg "%i Hit!"
team1.text.font = 4,0,1
team1.text.offset = 12,0   ;Offset of text
team1.displaytime = 90    ;Time to show text
team2.pos = 1260,252      ;Coords to show
team2.start.x = 1520      ;Starting x-coords
team2.counter.font = 4,0,-1
team2.counter.shake = 1   ;Set to 1 to shake count on hit
team2.text.text = "A" ;You can use %i to show count in the text, eg "%i Hit!"
team2.text.font = 4,0,-1
team2.text.offset = 12,0  ;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)
start.waittime = 30         ;Time to wait before starting intro

; Default position for all components
pos = 640,0

; 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.
round.default.font = -1,0, 0
round.default.text = "Round %i"
round.default.displaytime = 60
round.default.scale = 1,1
; Sounds to play for each round (optional, specify up to round 9)
round1.snd = 0,1
round2.snd = 0,2
round3.snd = 0,3
round4.snd = 0,4
round5.snd = 0,5
round6.snd = 0,6
round7.snd = 0,7
round8.snd = 0,8
round9.snd = 0,9
round.sndtime = 15           ;Time to play the sounds
; Components to show for each round (optional, specify up to round 9)
; Uncomment to use
round1.offset = 0, 360
round1.anim = 8
round2.offset = 0, 360
round2.anim = 9
round3.offset = 0, 360
round3.anim = 10
round4.offset = 0, 360
round4.anim = 11
round5.offset = 0, 360
round5.anim = 12
round6.offset = 0, 360
round6.anim = 13
round7.offset = 0, 360
round7.anim = 14
round8.offset = 0, 360
round8.anim = 15
round9.offset = 0, 360
round9.anim = 16

; FIGHT
fight.time = 60              ;Time to show FIGHT component
fight.offset = 0,360     ;Component for FIGHT display
fight.anim = 17             ;.
fight.snd = 1,0             ;Sound to play
fight.sndtime = 60           ;Time to play sound

ctrl.time = 120              ;Time players get control after "Fight"

; KO
KO.time    = 0              ;Time to show KO component
KO.offset  = 0, 360       ;Component for KO display
KO.anim    = 18            ;.
KO.snd     = 2,0            ;Sound to play for KO announcement

; Double KO
DKO.offset = 0, 360
DKO.anim = 19
DKO.snd    = 2,1

; Time Over
TO.offset  = 0, 360
TO.anim = 20
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, 360
win.anim = 21
win.displaytime = 540

; 2-player win text
win2.offset = 0, 360
win2.anim = 21
win2.displaytime = 540

; Draw text
draw.offset = 0, 360
draw.anim = 22
draw.displaytime = 540

;-----------------------------------------------------------
[WinIcon]
p1.pos = 509,15
p2.pos = 740,15
; Background icon
p1.bg0.spr = 11,0
p2.bg0.spr = 11,0
; Offset for next icon (x,y)
p1.iconoffset = -38,0  
p2.iconoffset = 38,0
; Counter text font and offset for representing wins
p1.counter.offset = 0,5
p1.counter.font = -1,0,0, 230,255,242
p2.counter.offset = 0,5
p2.counter.font = -1,0,0, 255,242,242
; Win by normal
p1.n.spr = 11,1
p2.n.spr = 11,1
; Win by special
p1.s.spr = 11,1
p2.s.spr = 11,1
; Win by hyper (super)
p1.h.spr = 11,1
p2.h.spr = 11,1
; Win by normal throw
p1.throw.spr = 11,1
p2.throw.spr = 11,1
; Win by cheese
p1.c.spr = 11,1
p2.c.spr = 11,1
; Win by time over
p1.t.spr = 11,1
p2.t.spr = 11,1
; Win by suicide
p1.suicide.spr = 11,1
p2.suicide.spr = 11,1
; Opponent beaten by his own teammate
p1.teammate.spr = 11,1
p2.teammate.spr = 11,1
; Win by perfect (overlay icon)
p1.perfect.spr = -1,0
p2.perfect.spr = -1,0
; Use icons up until this number of wins
useiconupto = 4

;Mid (Single)
[Begin Action 1]
2,0, 0,0, 60, ,AS192D0
2,0, 0,0, 29, ,AS192D0
interpolate blend
2,0, 0,0, 1, ,AS128D0
2,0, 0,0, 29, ,AS128D0
interpolate blend
2,0, 0,0, 1, ,AS192D0

;Front (Single)
[Begin Action 2]
1,0, 0,0, 5
1,1, 0,0, 5
1,2, 0,0, 5
1,3, 0,0, 5

;Mid (p1/2 Simul)
[Begin Action 3]
5,0, 0,0, 60, ,AS192D0
5,0, 0,0, 29, ,AS192D0
interpolate blend
5,0, 0,0, 1, ,AS128D0
5,0, 0,0, 29, ,AS128D0
interpolate blend
5,0, 0,0, 1, ,AS192D0

;Front (p1/2 Simul)
[Begin Action 4]
3,0, 0,0, 5
3,1, 0,0, 5
3,2, 0,0, 5
3,3, 0,0, 5

;Mid (p2/4 Simul)
[Begin Action 5]
5,1, 0,0, 60, ,AS192D0
5,1, 0,0, 29, ,AS192D0
interpolate blend
5,1, 0,0, 1, ,AS128D0
5,1, 0,0, 29, ,AS128D0
interpolate blend
5,1, 0,0, 1, ,AS192D0

;Front (p2/4 Simul)
[Begin Action 6]
4,0, 0,0, 5
4,1, 0,0, 5
4,2, 0,0, 5
4,3, 0,0, 5

;Power Bar
[Begin Action 7]
6,0, 0,0, 5
6,1, 0,0, 5
6,2, 0,0, 5
6,3, 0,0, 5

;Round 1
[Begin Action 8]
8,0, 0,0, 30, ,AS0D256,0,0
interpolate blend
interpolate scale
8,0, 0,0, 90, ,AS256D0,1,1
8,0, 0,0, 30, ,AS256D0,1,1
interpolate blend
interpolate scale
8,0, 0,0, 1, ,AS0D256,5,5

;Round 2
[Begin Action 9]
8,1, 0,0, 30, ,AS0D256,0,0
interpolate blend
interpolate scale
8,1, 0,0, 90, ,AS256D0,1,1
8,1, 0,0, 30, ,AS256D0,1,1
interpolate blend
interpolate scale
8,1, 0,0, 1, ,AS0D256,5,5

;Round 3
[Begin Action 10]
8,2, 0,0, 30, ,AS0D256,0,0
interpolate blend
interpolate scale
8,2, 0,0, 90, ,AS256D0,1,1
8,2, 0,0, 30, ,AS256D0,1,1
interpolate blend
interpolate scale
8,2, 0,0, 1, ,AS0D256,5,5

;Round 4
[Begin Action 11]
8,3, 0,0, 30, ,AS0D256,0,0
interpolate blend
interpolate scale
8,3, 0,0, 90, ,AS256D0,1,1
8,3, 0,0, 30, ,AS256D0,1,1
interpolate blend
interpolate scale
8,3, 0,0, 1, ,AS0D256,5,5

;Round 5
[Begin Action 12]
8,4, 0,0, 30, ,AS0D256,0,0
interpolate blend
interpolate scale
8,4, 0,0, 90, ,AS256D0,1,1
8,4, 0,0, 30, ,AS256D0,1,1
interpolate blend
interpolate scale
8,4, 0,0, 1, ,AS0D256,5,5

;Round 6
[Begin Action 13]
8,5, 0,0, 30, ,AS0D256,0,0
interpolate blend
interpolate scale
8,5, 0,0, 90, ,AS256D0,1,1
8,5, 0,0, 30, ,AS256D0,1,1
interpolate blend
interpolate scale
8,5, 0,0, 1, ,AS0D256,5,5

;Round 7
[Begin Action 14]
8,6, 0,0, 30, ,AS0D256,0,0
interpolate blend
interpolate scale
8,6, 0,0, 90, ,AS256D0,1,1
8,6, 0,0, 30, ,AS256D0,1,1
interpolate blend
interpolate scale
8,6, 0,0, 1, ,AS0D256,5,5

;Round 8
[Begin Action 15]
8,7, 0,0, 30, ,AS0D256,0,0
interpolate blend
interpolate scale
8,7, 0,0, 90, ,AS256D0,1,1
8,7, 0,0, 30, ,AS256D0,1,1
interpolate blend
interpolate scale
8,7, 0,0, 1, ,AS0D256,5,5

;Round 9
[Begin Action 16]
8,8, 0,0, 30, ,AS0D256,0,0
interpolate blend
interpolate scale
8,8, 0,0, 90, ,AS256D0,1,1
8,8, 0,0, 30, ,AS256D0,1,1
interpolate blend
interpolate scale
8,8, 0,0, 1, ,AS0D256,5,5

;Fight
[Begin Action 17]
9,0, 0,0, 15, ,AS0D256, 10,10
interpolate blend
interpolate scale
9,0, 0,0, 30, ,AS256D0, 1,1
9,0, 0,0, 30, ,AS256D0, 1,1
interpolate blend
interpolate scale
9,0, 0,0, 1, ,AS0D256, 0,0

;KO
[Begin Action 18]
9,1, 0,0, 15, ,AS0D256, 10,10
interpolate blend
interpolate scale
9,1, 0,0, 30, ,AS256D0, 1,1
9,1, 0,0, 30, ,AS256D0, 1,1
interpolate blend
interpolate scale
9,1, 0,0, 1, ,AS0D256, 0,0

;Double KO
[Begin Action 19]
9,2, 0,0, 15, ,AS0D256, 10,10
interpolate blend
interpolate scale
9,2, 0,0, 30, ,AS256D0, 1,1
9,2, 0,0, 30, ,AS256D0, 1,1
interpolate blend
interpolate scale
9,2, 0,0, 1, ,AS0D256, 0,0

;Time Over
[Begin Action 20]
9,3, 0,0, 15, ,AS0D256, 10,10
interpolate blend
interpolate scale
9,3, 0,0, 30, ,AS256D0, 1,1
9,3, 0,0, 30, ,AS256D0, 1,1
interpolate blend
interpolate scale
9,3, 0,0, 1, ,AS0D256, 0,0

;Winner
[Begin Action 21]
10,0, 0,0, 30, ,AS0D256
interpolate blend
10,0, 0,0, -1, ,AS256D0

;Draw
[Begin Action 22]
10,1, 0,0, 30, ,AS0D256
interpolate blend
10,1, 0,0, -1, ,AS256D0