; 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.

; *2001.04.14 NEW* symbolizes any new parameters added for the 2001.04.14
; 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/jg.fnt
font2 = font/num1.fnt
font3 = font/name1.fnt
font4 = font/basic.fnt
font5 = font/timer.fnt
fightfx.sff = fightfx.sff
fightfx.air = fightfx.air
common.snd = common.snd

;-----------------------------------------------------------
[Lifebar]
;Player 1
p1.pos    = 115,19
p1.bg0.anim = 10
p1.bg1.spr = 11,0
p1.mid.spr = 12,0
p1.front.spr = 13,0
p1.range.x  = -104,0
;Player 2
p2.pos    = 200,19
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 = 104,0

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

[Simul Lifebar]
;Player 1
p1.pos    = 115,19
p1.bg0.anim = 10
p1.bg1.spr = 21,0
p1.mid.offset = 0,0
p1.mid.spr = 12,0
p1.front.offset = 0,0
p1.front.spr = 13,0
p1.range.x  = -104,0
;Player 2
p2.pos    = 200,19
p2.bg0.anim = 10
p2.bg0.facing = -1
p2.bg1.spr = 21,0
p2.bg1.facing = -1
p2.mid.offset = 0,0
p2.mid.spr = 22,0
p2.mid.facing = -1
p2.front.offset = 0,0
p2.front.spr = 23,0
p2.front.facing = -1
p2.range.x = 104,0
;Player 3
p3.pos    = 115,28
p3.mid.spr = 12,0
p3.front.spr = 13,0
p3.range.x  = -104,0
;Player 4
p4.pos    = 200,28
p4.mid.spr = 22,0
p4.mid.facing = -1
p4.front.spr = 23,0
p4.front.facing = -1
p4.range.x = 104,0

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

[Turns Lifebar]
;Player 1
p1.pos    = 115,19
p1.bg0.anim = 10
p1.bg1.spr = 11,0
p1.mid.spr = 12,0
p1.front.spr = 13,0
p1.range.x  = -104,0
;Player 2
p2.pos    = 200,19
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 = 104,0

;-----------------------------------------------------------
[Powerbar]
;Player 1
p1.pos    = 115,19
p1.bg0.anim = 40
p1.bg1.spr = 41,0
;p1.mid.spr = 42,0
p1.front.spr = 43,0
p1.range.x = 0,-71
p1.counter.offset = -108,6
p1.counter.font = -1,0, 0

;Player 2
p2.pos    = 200,19
p2.bg0.anim = 40
p2.bg0.facing = -1
p2.bg1.spr = 41,0
p2.bg1.facing = -1
;p2.mid.spr = 42,0
;p2.mid.facing = -1
p2.front.spr = 43,0
p2.front.facing = -1
p2.range.x  = 0,71
p2.counter.offset = 109,6
p2.counter.font = -1,0, 0

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

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


;-----------------------------------------------------------
[Face]
;Player 1
p1.pos    = 20,215
p1.bg.spr = -1,0
p1.face.spr = 9000,0
p1.face.facing = 1
p1.face.offset = 0,0
;Player 2
p2.pos    = 280,215
p2.bg.spr = -1,0
p2.bg.facing = 1
p2.face.spr = 9000,0
p2.face.facing = 1
p2.face.offset = 0,0

[Simul Face]
;Player 1
p1.pos    = 20,215
p1.bg.spr = -1,0
p1.face.spr = 9000,0
p1.face.scale = 1,1
p1.face.facing = 1
p1.face.offset = 0,0
;Player 2
p2.pos    = 300,215
p2.bg.spr = -1,0
p2.bg.facing = -1
p2.face.spr = 9000,0
p2.face.scale = 1,1
p2.face.facing = -1
p2.face.offset = 0,0
;Player 3
p3.pos    = 40,215
p3.face.spr = 9000,0
p3.face.scale = 1,1
p3.face.facing = 1
p3.face.offset = 0,0
;Player 4
p4.pos    = 280,215
p4.bg.facing = -1
p4.face.spr = 9000,0
p4.face.scale = 1,1
p4.face.facing = -1
p4.face.offset = 0,0

[Turns Face]
;Player 1
p1.pos    = 20,215
p1.bg.spr = -1,0
p1.face.spr = 9000,0
p1.face.facing = 1
p1.face.offset = 0,0
p1.teammate.pos = 40,215
p1.teammate.spacing = 20,0
p1.teammate.bg.spr = -1,0
p1.teammate.ko.spr = 71,0
p1.teammate.face.spr = 9000,0
p1.teammate.face.scale = 1,1
p1.teammate.face.facing = 1
p1.teammate.face.offset = 0,0
;Player 2
p2.pos    = 300,215
p2.bg.spr = -1,0
p2.bg.facing = -1
p2.face.spr = 9000,0
p2.face.facing = -1
p2.face.offset = 0,0
p2.teammate.pos = 280,215
p2.teammate.spacing = -20,0
p2.teammate.bg.spr = -1,0
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 = 1,1
p2.teammate.face.facing = -1
p2.teammate.face.offset = 0,0

;-----------------------------------------------------------
[Name]
p1.pos = 2,11
;p1.bg. =
p1.name.font = 3,0, 1
;p2.bg. =
p2.pos = 315,11
p2.name.font = 3,0, -1

[Simul Name]
p1.pos = 2,11
p1.name.font = 3,0, 1
p2.pos = 315,11
p2.name.font = 3,0, -1
p3.pos = 2,38
p3.name.font = 3,0, 1
p4.pos = 315,38
p4.name.font = 3,0, -1

[Turns Name]
p1.pos = 2,11
;p1.bg. =
p1.name.font = 3,0, 1
;p2.bg. =
p2.pos = 315,11
p2.name.font = 3,0, -1

;-----------------------------------------------------------
[Time]
pos = 160,23
; Uncomment the following line to use a bg component
;bg.spr = 
; Time count display
counter.offset = 0,0
counter.font = 5,0, 0
; Ticks for each count
framespercount = 60

;-----------------------------------------------------------
[Combo]
pos = 10,80         ;Coords to show
start.x = -30       ;Starting x-coords
counter.font = 1,0
counter.shake = 1   ;Set to 1 to shake count on hit
text.text = Rush!   ;You can use %i to show count in the text, eg "%i Hit!"
text.font = 4,0
text.offset = 2,-2   ;Offset of text
displaytime = 90    ;Time to show text

;-----------------------------------------------------------
[Round]
match.wins = 2             ;Rounds needed to win a match
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
round.default.offset = 0, 80
; 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 = Act %i
;round.default.anim = 80
round.default.displaytime = 108
; Sounds to play for each round (optional, specify up to round 9)
round1.snd = 0,1
round2.snd = 0,1
round3.snd = 0,1
round.sndtime = 0           ;Time to play the sounds
; Components to show for each round (optional, specify up to round 9)
; Uncomment to use *2001.04.14 NEW*
;round.offset = 0, 80
round.default.anim =  80

; FIGHT
fight.time = 35             ;Time to show FIGHT component
fight.offset = 0, 80     ;Component for FIGHT display
fight.anim = 81             ;.
fight.snd = 1,0             ;Sound to play
fight.sndtime = 35           ;Time to play sound
;fight.scale = 1,1
ctrl.time = 60             ;Time players get control after "Fight"

; KO
KO.time    = 20              ;Time to show KO component
KO.offset  = 0, 80        ;Component for KO display
KO.anim    = 200            ;.
KO.snd     = 2,0            ;Sound to play for KO announcement
; Double KO
DKO.offset = 0, 80
DKO.anim   = 200
DKO.time = 20
DKO.snd    = 2,0
; Time Over
TO.offset  = 0, 80
TO.anim    = 200
TO.time = 20
TO.snd     = 2,0
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 = 160, 70
win.font = 1,0
win.text = %s Wins
win.displaytime = 540
; 2-player win text
win2.offset = 160, 70
win2.font = 1,0
win2.text = Level Clear
win2.displaytime = 540
; Draw text
draw.offset = 160, 70
draw.font = 1,0
draw.text = Draw Game
draw.displaytime = 540

;"Fight!" Animation
[Begin Action 80]
80,0, 0,0, 2
80,1, 0,0, 2
80,2, 0,0, 2
80,3, 0,0, 2
80,4, 0,0, 2
80,5, 0,0, 2
80,6, 0,0, 2
80,7, 0,0, 2
80,8, 0,0, 2
80,9, 0,0, 2
80,10, 0,0, 2
80,11, 0,0, 2
80,12, 0,0, 3
80,13, 0,0, 3
80,14, 0,0, 3
80,15, 0,0, 3
80,16, 0,0, 3
80,17, 0,0, 3
80,18, 0,0, 3
80,19, 0,0, 3
80,20, 0,0, 3
80,21, 0,0, 3
80,22, 0,0, 3
80,23, 0,0, 3
80,24, 0,0, 3
80,25, 0,0, 3
80,26, 0,0, 3
80,27, 0,0, 3
80,28, 0,0, 3
80,29, 0,0, 3
80,30, 0,0, 3
80,31, 0,0, 3
80,32, 0,0, 3
80,33, 0,0, 3
80,34, 0,0, 3
80,35, 0,0, 3
80,36, 0,0, 3
80,37, 0,0, 3
80,38, 0,0, 3
80,39, 0,0, 3
80,40, 0,0, 3
80,41, 0,0, 3
80,42, 0,0, 3
80,43, 0,0, 3
80,44, 0,0, 3
80,45, 0,0, 3
80,46, 0,0, 3
80,47, 0,0, 3
80,48, 0,0, 3
80,49, 0,0, 3
80,50, 0,0, 3
80,51, 0,0, 3
80,52, 0,0, 3
80,53, 0,0, 3
80,54, 0,0, 3
80,55, 0,0, 3
80,56, 0,0, 3
80,57, 0,0, 3

[begin action 81]
80,58, 0,0, 3
80,59, 0,0, 3
80,60, 0,0, 3
80,61, 0,0, 3
80,62, 0,0, 3
80,63, 0,0, 10
80,64, 0,0, 3
80,65, 0,0, 3
80,66, 0,0, 3
80,67, 0,0, 3

;"K.O." Animation
[Begin Action 200]
200,1, 0,0, 3
200,2, 0,0, 3
200,3, 0,0, 3
200,4, 0,0, 3
200,5, 0,0, 3
200,6, 0,0, 60
200,7, 0,0, 3
200,8, 0,0, 3
200,9, 0,0, 3


;-----------------------------------------------------------
[WinIcon]
p1.pos = 20,210    ;33,43
p2.pos = 300,210   ;286,43
; Offset for next icon (x,y)
p1.iconoffset = 20,0  
p2.iconoffset = -20,0
; 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 = 101,0
p2.s.spr = 101,0
; Win by hyper (super)
p1.h.spr = 106,0
p2.h.spr = 106,0
; Win by normal throw
p1.throw.spr = 102,0
p2.throw.spr = 102,0
; 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 = 4


;-----------------------------------------------------------
; 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, 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.
