; 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]
sff = fight.sff
snd = fight.snd
font1 = timer.def
font2 = Gameplay.def
font3 = visitor2.def
font4 = Numbers.def
font5 = HITS.def
font6 = Golden Age2.def
font7 = Golden Age.def
fightfx.sff = fightfx.sff
fightfx.air = fightfx.air
common.snd = common.snd

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

;-----------------------------------------------------------
[Lifebar]
;Player 1
p1.pos    = 289,0
p1.bg0.anim = 10
p1.bg1.spr = 11,0
p1.mid.spr = 12,0
p1.front.spr = 13,0
p1.range.x  = -3,-258
;Player 2
p2.pos    = 349,0
p2.bg0.anim = 30
p2.bg1.spr = 31,0
p2.mid.spr = 32,0
p2.front.spr = 33,0
p2.range.x = 4,258

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

[Begin Action 30] ;Darkened lifebar background 
30,0, 0,0, 1

[Simul Lifebar]
;Player 1
p1.pos    = 289,0
p1.bg0.anim = 20
p1.bg1.spr = 21,0
p1.mid.offset = 0,0
p1.mid.spr = 22,0
p1.front.offset = 0,0
p1.front.spr = 23,0
p1.range.x  = -3,-258
;Player 2
;Player 2
p2.pos    = 349,0
p2.bg0.anim = 620
p2.bg1.spr = 621,0
p2.mid.spr = 622,0
p2.front.spr = 623,0
p2.range.x = 4,258
;Player 3
p3.pos    = 289,0
p3.mid.spr = 422,0
p3.front.spr = 423,0
p3.range.x  = -3,-258
;Player 4
p4.pos    = 349,0
p4.mid.spr = 722,0
p4.front.spr = 723,0
p4.range.x  = 4,258

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

[Begin Action 620] ;Darkened lifebar background (team)
620,0, 0,0, 1

[Turns Lifebar]
;Player 1
p1.pos    = 289,0
p1.bg0.anim = 10
p1.bg1.spr = 11,0
p1.mid.spr = 12,0
p1.front.spr = 13,0
p1.range.x  = -3,-258
;Player 2
p2.pos    = 349,0
p2.bg0.anim = 30
p2.bg1.spr = 31,0
p2.mid.spr = 32,0
p2.front.spr = 33,0
p2.range.x = 4,258

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

[Begin Action 30] ;Darkened lifebar background 
30,0, 0,0, 1


;-----------------------------------------------------------
[Powerbar]
Player 1
p1.pos    = 320,15
p1.front.anim = 51
p1.range.x = -137,-287

Player 2
p2.pos    = 320,15
p2.front.anim = 52
p2.range.x = 137,287


; --level sounds---
level1.snd = 21,0
level2.snd = 22,0
level3.snd = 23,0

; --level sounds---
level1.snd = 21,0
level2.snd = 22,0
level3.snd = 23,0

[Begin Action 51]  
51,0, 0,0, 7
51,1, 0,0, 7
51,2, 0,0, 7
51,3, 0,0, 7
51,4, 0,0, 7
51,5, 0,0, 7
51,6, 0,0, 7
51,5, 0,0, 7
51,4, 0,0, 7
51,3, 0,0, 7
51,2, 0,0, 7
51,1, 0,0, 7

[Begin Action 52]  
52,0, 0,0, 7
52,1, 0,0, 7
52,2, 0,0, 7
52,3, 0,0, 7
52,4, 0,0, 7
52,5, 0,0, 7
52,6, 0,0, 7
52,5, 0,0, 7
52,4, 0,0, 7
52,3, 0,0, 7
52,2, 0,0, 7
52,1, 0,0, 7

;-----------------------------------------------------------
[Face]
;Player 1
p1.pos    = 3,5
p1.bg.spr = 
p1.face.spr = 9000,0
p1.face.facing = 1
p1.face.scale = .5,.5
p1.face.offset = 0,10
;Player 2
p2.pos    = 636,5
p2.bg.spr = 
p2.bg.facing = -1
p2.face.spr = 9000,0
p2.face.facing = -1
p2.face.scale = .5,.5
p2.face.offset = 0,10

[Simul Face]
;Player 1
p1.pos    = 3,5
p1.bg.spr = 
p1.face.spr = 9000,0
p1.face.facing = 1
p1.face.scale = .5,.5
p1.face.offset = 0,10
;Player 2
p2.pos    = 636,5
p2.bg.spr = 
p2.bg.facing = -1
p2.face.spr = 9000,0
p2.face.facing = -1
p2.face.scale = .5,.5
p2.face.offset = 0,10
;Player 3
p3.pos    = 10,44
p3.face.spr = 9000,0
p3.bg.spr = 
p3.face.scale = .5,.5
p3.face.facing = 1
p3.face.offset = 11,10
;Player 4
p4.pos    = 629,44
p4.bg.facing = -1
p4.face.spr = 9000,0
p4.bg.spr = 
p4.face.scale = .5,.5
p4.face.facing = -1
p4.face.offset = -11,10

[Turns Face]
;Player 1
p1.pos    = 3,5
p1.bg.spr = 
p1.face.spr = 9000,0
p1.face.facing = 1
p1.face.scale = .5,.5
p1.face.offset = 0,10
p1.teammate.pos = 32,51
p1.teammate.spacing = 30,0
p1.teammate.bg.spr = 17,0
p1.teammate.ko.anim = 71
p1.teammate.face.spr = 9000,0
p1.teammate.face.scale = .5,.5
p1.teammate.face.facing = 1
p1.teammate.face.offset = 1,0
;Player 2
p2.pos    = 636,5
p2.bg.spr = 
p2.bg.facing = -1
p2.face.spr = 9000,0
p2.face.facing = -1
p2.face.scale = .5,.5
p2.face.offset = 0,10
p2.teammate.pos = 607,51
p2.teammate.spacing = -30,0
p2.teammate.bg.spr = 17,0
p2.teammate.bg.facing = -1
p2.teammate.ko.anim = 71
p2.teammate.ko.facing = -1
p2.teammate.face.spr = 9000,0
p2.teammate.face.scale = .5,.5
p2.teammate.face.facing = -1
p2.teammate.face.offset = -1,0

;-----------------------------------------------------------
[Name]
p1.pos = 2,11
p1.name.font = 3,0, 1, 243,103,11
p2.pos = 443,11
p2.name.font = 3,0, 1, 0,162,232

[Simul Name]
p1.pos = 2,11
p1.name.font = 3,0, 1, 243,103,11
p2.pos = 353,11
p2.name.font = 3,0, 1, 0,162,232
p3.pos = 155,11
p3.name.font = 3,0, 1, 0,255,0
p4.pos = 507,11
p4.name.font = 3,0, 1, 173,91,255

[Turns Name]
p1.pos = 2,11
p1.name.font = 3,0, 1, 243,103,11
p2.pos = 443,11
p2.name.font = 3,0, 1, 0,162,232

;-----------------------------------------------------------
[Time]
pos = 320,17
bg.spr = 16,0
counter.offset = 0,-4
counter.font = 1,0,0
framespercount = 60

;-----------------------------------------------------------
[Combo]
team1.pos = 25,130    ;Coords to show
team1.start.x = -80    ;Starting x-coords
team1.counter.font = 4,0,1
team1.counter.offset = 1,0
team1.counter.shake = 1   ;Set to 1 to shake count on hit
team1.text.text = HIT  ;You can use %i to show count in the text, eg "%i Hit!"
team1.text.font = 5,0,1
team1.text.offset = 10,0   ;Offset of text
team1.displaytime = 90    ;Time to show text
team2.pos = 610,130     ;Coords to show
team2.start.x = 1580     ;Starting x-coords
team2.counter.font = 4,0,0
team2.counter.offset = -10,0
team2.counter.shake = 1  Set to 1 to shake count on hit
team2.text.text = HIT   ;You can use %i to show count in the text, eg "%i Hit!"
team2.text.font = 5,0,1
team2.text.offset = -56,0   ;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 = 30         ;Time to wait before starting intro

; Default position for all components
pos = 0,0

; ROUND X
round.time = 0              ;Time to show round display
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 = 0           ;Time to play the sounds
; Components to show for each round (optional, specify up to round 9)
; Uncomment to use
round1.offset = 320, 160 
round1.anim = 1
round2.offset = 320, 160 
round2.anim = 2
round3.offset = 320, 160 
round3.anim = 3
round4.offset = 320, 160 
round4.anim = 4
round5.offset = 320, 160 
round5.anim = 5
round6.offset = 320, 160 
round6.anim = 6
round7.offset = 320, 160 
round7.anim = 7
round8.offset = 320, 160 
round8.anim = 8
round9.offset = 320, 160 
round9.anim = 9

; FIGHT
fight.time = 0       ;Time to show FIGHT component
fight.offset = 320, 160 ;Component for FIGHT display
fight.anim = 14            ;.
fight.snd = 1,0             ;Sound to play
fight.sndtime = 0           ;Time to play sound

ctrl.time = 90           ;Time players get control after "Fight"

; KO
KO.time    = 0              ;Time to show KO component
KO.offset  = 320, 180      ;Component for KO display
KO.anim    = 15           ;.
KO.snd     = 2,0            ;Sound to play for KO announcement
; Double KO
DKO.offset = 320, 120
DKO.anim   = 90
DKO.displaytime = 125
DKO.snd    = 2,1
; Time Over
TO.offset  = 320, 120
TO.anim = 80
TO.displaytime = 120
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 = 240            ;Time to wait before round ends
; Time to wait before showing win/draw message
win.time = 60
; Win text
win.offset = 160, 70
win.displaytime = 540
; 2-player win text
win2.displaytime = 540
; Draw text
draw.offset = 320, 90
draw.font = 5,0,0
draw.text = Draw Game
draw.displaytime = 540

;"Fight!" Animation
[Begin Action 14]
14,0, 0,0, 7
14,1, 0,0, 7
14,2, 0,0, 7
14,3, 0,0, 7
14,4, 0,0, 20
14,3, 0,0, 7
14,2, 0,0, 7
14,1, 0,0, 7
14,0, 0,0, 7
14,5, 0,0, 1
14,6, 0,0, 1
14,7, 0,0, 1
14,8, 0,0, 1
14,9, 0,0, 1
14,10, 0,0, 1
14,11, 0,0, 1
14,12, 0,0, 1
14,13, 0,0, 1
14,14, 0,0, 1
14,15, 0,0, 1
14,16, 0,0, 1
14,17, 0,0, 1
14,18, 0,0, 1
14,19, 0,0, 1
14,20, 0,0, 1
14,21, 0,0, 1
14,22, 0,0, 1
14,23, 0,0, 1
14,24, 0,0, 1
14,25, 0,0, 1
14,26, 0,0, 1
14,27, 0,0, 1
14,28, 0,0, 1
14,29, 0,0, 1
14,30, 0,0, 1
14,29, 0,0, 1
14,28, 0,0, 1
14,27, 0,0, 1
14,26, 0,0, 1
14,25, 0,0, 1
14,24, 0,0, 1
14,23, 0,0, 1
14,22, 0,0, 1
14,21, 0,0, 1
14,20, 0,0, 1
14,19, 0,0, 1
14,18, 0,0, 1
14,17, 0,0, 1
14,16, 0,0, 1
14,15, 0,0, 1
14,14, 0,0, 1
14,13, 0,0, 1
14,12, 0,0, 1
14,11, 0,0, 1
14,10, 0,0, 1
14,9, 0,0, 1
14,8, 0,0, 1
14,7, 0,0, 1
14,6, 0,0, 1
14,5, 0,0, 1
14,99, 0,0, -1

;"K.O." Animation
[Begin Action 15]
15,0, 0,0, 20
15,1, 0,0, 70
15,2, 0,0, 5
15,3, 0,0, 5
15,2, 0,0, 5
15,3, 0,0, 5
15,2, 0,0, 5
15,3, 0,0, 5
15,2, 0,0, 5
15,3, 0,0, 5
15,2, 0,0, 5
15,3, 0,0, 5
15,2, 0,0, 5
15,3, 0,0, 5
15,2, 0,0, 5
15,3, 0,0, 5
15,2, 0,0, 5
15,3, 0,0, 5
15,2, 0,0, 5
15,3, 0,0, 5
15,2, 0,0, 5
15,3, 0,0, 5
15,2, 0,0, 5
15,3, 0,0, 5
15,2, 0,0, 5
15,3, 0,0, 5
15,2, 0,0, 5
15,3, 0,0, 5
15,2, 0,0, 5
15,3, 0,0, 5
15,2, 0,0, 5
15,3, 0,0, 5
15,2, 0,0, 5
15,3, 0,0, 5
15,2, 0,0, 5
15,3, 0,0, 5
15,2, 0,0, 5
15,3, 0,0, 5
15,2, 0,0, 5
15,3, 0,0, 5
15,2, 0,0, 5
15,3, 0,0, 5
15,2, 0,0, 5
15,3, 0,0, 5
15,2, 0,0, 5
15,3, 0,0, 5
15,2, 0,0, 5
15,3, 0,0, 5
15,2, 0,0, 5
15,3, 0,0, 5
15,99, 0,0, -1

[Begin Action 1]
1,0, 0,0, 5
1,1, 0,0, 5
1,2, 0,0, 5
1,3, 0,0, 5
1,4, 0,0, 5
1,5, 0,0, 20
1,4, 0,0, 5
1,3, 0,0, 5
1,2, 0,0, 5
1,1, 0,0, 5
1,0, 0,0, 5
1,6, 0,0,-1

[Begin Action 2]
2,0, 0,0, 5
2,1, 0,0, 5
2,2, 0,0, 5
2,3, 0,0, 5
2,4, 0,0, 5
2,5, 0,0, 20
2,4, 0,0, 5
2,3, 0,0, 5
2,2, 0,0, 5
2,1, 0,0, 5
2,0, 0,0, 5
2,6, 0,0,-1

[Begin Action 3]
3,0, 0,0, 5
3,1, 0,0, 5
3,2, 0,0, 5
3,3, 0,0, 5
3,4, 0,0, 5
3,5, 0,0, 20
3,4, 0,0, 5
3,3, 0,0, 5
3,2, 0,0, 5
3,1, 0,0, 5
3,0, 0,0, 5
3,6, 0,0,-1

[Begin Action 4]
4,0, 0,0, 5
4,1, 0,0, 5
4,2, 0,0, 5
4,3, 0,0, 5
4,4, 0,0, 5
4,5, 0,0, 20
4,4, 0,0, 5
4,3, 0,0, 5
4,2, 0,0, 5
4,1, 0,0, 5
4,0, 0,0, 5
4,6, 0,0,-1

[Begin Action 5]
5,0, 0,0, 5
5,1, 0,0, 5
5,2, 0,0, 5
5,3, 0,0, 5
5,4, 0,0, 5
5,5, 0,0, 20
5,4, 0,0, 5
5,3, 0,0, 5
5,2, 0,0, 5
5,1, 0,0, 5
5,0, 0,0, 5
5,6, 0,0,-1

[Begin Action 6]
6,0, 0,0, 5
6,1, 0,0, 5
6,2, 0,0, 5
6,3, 0,0, 5
6,4, 0,0, 5
6,5, 0,0, 20
6,4, 0,0, 5
6,3, 0,0, 5
6,2, 0,0, 5
6,1, 0,0, 5
6,0, 0,0, 5
6,6, 0,0,-1

[Begin Action 7]
7,0, 0,0, 5
7,1, 0,0, 5
7,2, 0,0, 5
7,3, 0,0, 5
7,4, 0,0, 5
7,5, 0,0, 20
7,4, 0,0, 5
7,3, 0,0, 5
7,2, 0,0, 5
7,1, 0,0, 5
7,0, 0,0, 5
7,6, 0,0,-1

[Begin Action 8]
8,0, 0,0, 5
8,1, 0,0, 5
8,2, 0,0, 5
8,3, 0,0, 5
8,4, 0,0, 5
8,5, 0,0, 20
8,4, 0,0, 5
8,3, 0,0, 5
8,2, 0,0, 5
8,1, 0,0, 5
8,0, 0,0, 5
8,6, 0,0,-1

[Begin Action 9]
9,0, 0,0, 5
9,1, 0,0, 5
9,2, 0,0, 5
9,3, 0,0, 5
9,4, 0,0, 5
9,5, 0,0, 45
9,6, 0,0,-1

[Begin Action 71]
71,0, 0,0, 5
71,1, 0,0, 5

[Begin Action 80]
80,0, 0,0, 4
80,1, 0,0, 4
80,2, 0,0, 4
80,3, 0,0, 4
80,4, 0,0, 4
80,5, 0,0, 5
80,6, 0,0, 5
80,7, 0,0, 5
80,8, 0,0, 5
80,9, 0,0, 5
80,10, 0,0, 5
80,11, 0,0, 5
80,12, 0,0, 5
80,5, 0,0, 5
80,6, 0,0, 5
80,7, 0,0, 5
80,8, 0,0, 5
80,9, 0,0, 5
80,10, 0,0, 5
80,11, 0,0, 5
80,12, 0,0, 5
80,5, 0,0, 5
80,4, 0,0, 3
80,3, 0,0, 3
80,2, 0,0, 3
80,1, 0,0, 3
80,0, 0,0, 3

[Begin Action 90]
90,0, 0,0, 5
90,1, 0,0, 5
90,0, 0,0, 5
90,1, 0,0, 5
90,0, 0,0, 5
90,1, 0,0, 5
90,0, 0,0, 5
90,1, 0,0, 5
90,0, 0,0, 5
90,1, 0,0, 5
90,0, 0,0, 5
90,1, 0,0, 5
90,0, 0,0, 5
90,1, 0,0, 5
90,0, 0,0, 5
90,1, 0,0, 5
90,0, 0,0, 5
90,1, 0,0, 5
90,0, 0,0, 5
90,1, 0,0, 5
90,0, 0,0, 5
90,1, 0,0, 5
90,0, 0,0, 5
90,1, 0,0, 5
90,0, 0,0, 5
90,1, 0,0, 5
90,0, 0,0, 5
90,1, 0,0, 5
90,0, 0,0, 5
90,1, 0,0, 5
90,0, 0,0, 5
90,1, 0,0, 5
90,0, 0,0, 5
90,1, 0,0, 5
90,0, 0,0, 5
90,1, 0,0, 5
90,0, 0,0, 5
90,1, 0,0, 5
90,0, 0,0, 5
90,1, 0,0, 5
90,0, 0,0, 5
90,1, 0,0, 5
90,0, 0,0, 5
90,1, 0,0, 5
90,0, 0,0, 5
90,1, 0,0, 5
90,0, 0,0, 5
90,1, 0,0, 5
90,0, 0,0, 5
90,1, 0,0, 5
90,0, 0,0, 5
90,1, 0,0, 5
90,0, 0,0, 5
90,1, 0,0, 5
90,0, 0,0, 5
90,1, 0,0, 5
90,0, 0,0, 5
90,1, 0,0, 5
90,0, 0,0, 5
90,1, 0,0, 5
90,0, 0,0, 5
90,1, 0,0, 5
90,0, 0,0, 5
90,1, 0,0, 5
90,0, 0,0, 5
90,1, 0,0, 5
90,0, 0,0, 5
90,1, 0,0, 5
90,0, 0,0, 5
90,1, 0,0, 5
90,0, 0,0, 5
90,1, 0,0, 5
90,0, 0,0, 5
90,1, 0,0, 5
90,0, 0,0, 5
90,1, 0,0, 5
90,0, 0,0, 5
90,1, 0,0, 5
90,0, 0,0, 5
90,1, 0,0, 5
90,0, 0,0, 5
90,1, 0,0, 5
90,0, 0,0, 5
90,1, 0,0, 5
90,0, 0,0, 5
90,1, 0,0, 5
90,0, 0,0, 5
90,1, 0,0, 5
90,0, 0,0, 5
90,1, 0,0, 5
90,0, 0,0, 5
90,1, 0,0, 5
90,0, 0,0, 5
90,1, 0,0, 5
90,0, 0,0, 5
90,1, 0,0, 5
90,0, 0,0, 5
90,1, 0,0, 5
90,0, 0,0, 5
90,1, 0,0, 5
90,0, 0,0, 5
90,1, 0,0, 5
90,0, 0,0, 5
90,1, 0,0, 5
90,0, 0,0, 5
90,1, 0,0, 5
90,0, 0,0, 5
90,1, 0,0, 5
90,0, 0,0, 5
90,1, 0,0, 5
90,0, 0,0, 5
90,1, 0,0, 5
90,0, 0,0, 5
90,1, 0,0, 5
90,0, 0,0, 5
90,1, 0,0, 5
90,0, 0,0, 5
90,1, 0,0, 5
90,0, 0,0, 5
90,1, 0,0, 5
90,0, 0,0, 5
90,1, 0,0, 5
90,0, 0,0, 5
90,1, 0,0, 5
90,0, 0,0, 5
90,1, 0,0, 5
90,0, 0,0, 5
90,1, 0,0, 5
90,0, 0,0, 5
90,1, 0,0, 5
90,0, 0,0, 5
90,1, 0,0, 5
90,0, 0,0, 5
90,1, 0,0, 5
90,0, 0,0, 5
90,1, 0,0, 5
90,0, 0,0, 5
90,1, 0,0, 5
90,0, 0,0, 5
90,1, 0,0, 5
90,0, 0,0, 5
90,1, 0,0, 5
90,0, 0,0, 5
90,1, 0,0, 5
;---------------------------------------------------------
[WinIcon]
p1.pos = 279,42;33,43
p2.pos = 360,42   ;286,43
; Offset for next icon (x,y)
p1.iconoffset = -22,0  
p2.iconoffset =  22,0
; Win by normal
p1.n.anim = 100
p2.n.anim = 101
; Win by special
p1.s.anim = 100
p2.s.anim = 101
; Win by hyper (super)
p1.h.anim = 100
p2.h.anim = 101
; Win by normal throw
p1.throw.anim = 100
p2.throw.anim = 101
; Win by cheese
p1.c.anim = 100
p2.c.anim = 101
; Win by time over
p1.t.anim = 100
p2.t.anim = 101
; Win by suicide (here's a fun one)
p1.suicide.anim = 100
p2.suicide.anim = 101
; Opponent beaten by his own teammate (another fun one)
p1.teammate.anim = 100
p2.teammate.anim = 101
; Win by perfect (overlay icon)
p1.perfect.anim = 100
p2.perfect.anim = 101
; Use icons up until this number of wins
useiconupto = 2

[Begin Action 100]
100,0,0,0, 6
100,1,0,0, 6

[Begin Action 101]
101,0, 0,0, 5
101,1, 0,0, 5

;-----------------------------------------------------------
; 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.
