; 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/jg.fnt
font2 = font/num1.fnt
font3 = font/name1.fnt
font4 = font/twi'time.fnt
font5 = font/combo.fnt
font6 = font/name.def
fightfx.sff = fightfx.sff
fightfx.air = fightfx.air
common.snd = common.snd

;-----------------------------------------------------------
[Lifebar]
;Player 1
p1.pos    = 240,0
p1.bg0.spr = 1,0
p1.bg1.spr = 3,1
p1.mid.spr = 2,2
p1.front.spr = 2,0
p1.range.x  = -5,-211

;Player 2
p2.pos    = 400,0
p2.bg0.spr = 1,0
p2.bg0.facing = -1
p2.mid.spr = 2,2
p2.mid.facing = -1
p2.front.spr = 2,0
p2.front.facing = -1
p2.range.x  = 5,211

[Simul Lifebar]
;Player 1
p1.pos    = 240,0
p1.bg0.spr = 1,0
p1.bg1.spr = 3,1
p1.mid.spr = 2,2
p1.front.spr = 2,0
p1.range.x  = -5,-211

;Player 2
p2.pos    = 400,0
p2.bg0.spr = 1,0
p2.bg0.facing = -1
p2.mid.spr = 2,2
p2.mid.facing = -1
p2.front.spr = 2,0
p2.front.facing = -1
p2.range.x  = 5,211

;Player 3
p3.pos    = 240,45
p3.bg0.spr = 1,1
p3.mid.spr = 2,2
p3.front.spr = 2,0
p3.range.x  = -5,-211

;Player 4
p4.pos    = 400,45
p4.bg0.spr = 1,1
p4.bg0.facing = -1
p4.mid.spr = 2,2
p4.mid.facing = -1
p4.front.spr = 2,0
p4.front.facing = -1
p4.range.x  = 5,211

[Begin Action 4]
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
5,3, 0,0, 5
5,2, 0,0, 5
5,1, 0,0, 5

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

[Begin Action 500]
500,0, 0,0, 4
500,1, 0,0, 4
500,2, 0,0, 4
500,3, 0,0, 4
500,4, 0,0, 4
500,5, 0,0, 4
500,6, 0,0, 4
500,7, 0,0, 4
500,8, 0,0, 4
500,9, 0,0, 4
500,10, 0,0, 4
500,11, 0,0, 4
500,12, 0,0, 4
500,13, 0,0, 4

[Turns Lifebar]
;Player 1
p1.pos    = 220,0
p1.bg0.spr = 1,0
p1.bg1.spr = 3,1
p1.mid.spr = 2,2
p1.front.spr = 2,0
p1.range.x  = -5,-211

;Player 2
p2.pos    = 400,0
p2.bg0.spr = 1,0
p2.bg0.facing = -1
p2.mid.spr = 2,2
p2.mid.facing = -1
p2.front.spr = 2,0
p2.front.facing = -1
p2.range.x  = 5,211



;-----------------------------------------------------------
[Powerbar]
;Player 1
p1.pos    = 240,0
p1.bg0.spr = 1,2
p1.bg1.anim = 300
p1.bg2.anim = 301
p1.bg2.scale = 0.3,0.3
p1.bg2.offset = 5,34
p1.mid.spr = 2,3
p1.front.anim = 3
p1.range.x = -4,-159
p1.counter.offset = 10,62
p1.counter.font = 4,0, 0

;Player 2
p2.pos    = 400,0
p2.bg0.spr = 1,2
p2.bg0.facing = -1
p2.bg1.anim = 300
p2.bg1.facing = -1
p2.bg2.anim = 301
p2.bg2.scale = 0.3,0.3
p2.bg2.facing = -1
p2.bg2.offset = -5,34
p1.mid.spr = 2,3
p2.mid.facing = -1
p2.front.anim = 3
p2.front.facing = -1
p2.range.x = 4,159
p2.counter.offset = -10,62
p2.counter.font = 4,0, 0

[Begin Action 3]
Loopstart
2,1, 0,0, 1,, A

[Begin Action 300]
Loopstart
2,4, 0,0, 1,, A1

[Begin Action 301]
4,0, 0,0, 3,, A
4,1, 0,0, 3,, A
4,2, 0,0, 3,, A
4,3, 0,0, 3,, A
4,4, 0,0, 3,, A
4,5, 0,0, 3,, A



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


;-----------------------------------------------------------
[Face]
;Player 1
p1.pos    = 49,44
p1.face.spr = 9000,2
p1.face.scale = .4,.4
p1.face.facing = 1
p1.face.offset = 0,10

;Player 2
p2.pos    = 751,44
p2.face.spr = 9000,2
p2.face.scale = .4,.4
p2.face.facing = -1
p2.face.offset = 0,10

[Simul Face]
;Player 1
p1.pos    = 16,17
p1.face.spr = 9000,2
p1.face.facing = 1
p1.face.offset = 0,10

;Player 2
p2.pos    = 303,17
p2.face.spr = 9000,2
p2.face.facing = -1
p2.face.offset = 0,10

;Player 3
p3.pos    = 16,61
p3.face.spr = 9000,3
p3.face.facing = 1
p3.face.offset = 0,10

;Player 4
p4.pos    = 303,61
p4.face.spr = 9000,3
p4.face.facing = -1
p4.face.offset = 0,10

[Turns Face]
;Player 1
p1.pos    = 16,17
p1.bg0.spr = 1,2
p1.face.spr = 9000,2
p1.face.facing = 1
p1.face.offset = 0,10

p1.teammate.pos = 116,0
p1.teammate.bg.spr = 1,3

p1.teammate.face.spr = 9000,4
p1.teammate.face.facing = 1
p1.teammate.face.offset = -84,42


;Player 2
p2.pos    = 303,17
p2.face.spr = 9000,2
p2.face.facing = -1
p2.face.offset = 0,10

p2.teammate.pos = 203,0
p2.teammate.bg.spr = 1,3
p2.teammate.bg.facing = -1

p2.teammate.face.spr = 9000,4
p2.teammate.face.facing = -1
p2.teammate.face.offset = 84,42

;-----------------------------------------------------------
[Name]
p1.pos = 40,106
p1.name.font = 6,0, 1
p1.name.scale = 0.3,0.3
p2.pos = 750,106
p2.name.font = 6,0, -1
p2.name.scale = 0.3,0.3

[Simul Name]
p1.pos = 14,106
p1.name.font = 6,0, 1
p2.pos = 305,106
p2.name.font = 6,0, 0

p3.pos = 14,20
p3.name.font = 6,0, 1
p4.pos = 305,20
p4.name.font = 6,0, -1

[Turns Name]
p1.pos = 14,106
p1.name.font = 6,0, 1
p2.pos = 305,106
p2.name.font = 6,0, -1

;-----------------------------------------------------------
[Time]
pos = 360,26
bg.spr = 3,0
bg.offset = -42,-26
counter.offset =-40,26
counter.font = 4,0, 0
framespercount = 60

;-----------------------------------------------------------
[Combo]
pos = 160, 40         ;Coords to show
start.x = -40       ;Starting x-coords
counter.font = 5,0
counter.shake = 1   ;Set to 1 to shake count on hit
text.text = H   ;You can use %i to show count in the text, eg "%i Hit!"
text.font = 5,0
text.offset = 3,0   ;Offset of text
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

pos = 0,0

round.time = 0             ;Time to show round display
round.default.offset = 160, 100

round.default.font = 1,0, 0
round.default.displaytime = 95
round1.snd = 0,1
round2.snd = 0,2
round3.snd = 0,3
round.sndtime = 0

round1.offset = 400, 300
round1.anim = 310



[Begin Action 310]
300,15, 0,0, 5
300,16, 0,0, 5
300,17, 0,0, 5
300,18, 0,0, 5
300,19, 0,0, 5
300,20, 0,0, 5
300,21, 0,0, 5
300,22, 0,0, 5
300,23, 0,0, 5
300,24, 0,0, 5
300,25, 0,0, 5
300,26, 0,0, 5
300,27, 0,0, 5
300,28, 0,0, 5
300,29, 0,0, 5
300,29, 0,0, 10,, A
300,29, 0,0, 10,, A1

round2.offset = 400, 300
round2.anim = 320


[Begin Action 320]
300,30, 0,0, 5
300,31, 0,0, 5
300,32, 0,0, 5
300,33, 0,0, 5
300,34, 0,0, 5
300,35, 0,0, 5
300,36, 0,0, 5
300,37, 0,0, 5
300,38, 0,0, 5
300,39, 0,0, 5
300,40, 0,0, 5
300,41, 0,0, 5
300,42, 0,0, 5
300,43, 0,0, 5
300,43, 0,0, 5
300,43, 0,0, 10,, A
300,43, 0,0, 10,, A1

round3.offset = 400, 300
round3.anim = 330


[Begin Action 330]
300,44, 0,0, 5
300,45, 0,0, 5
300,46, 0,0, 5
300,47, 0,0, 5
300,48, 0,0, 5
300,49, 0,0, 5
300,50, 0,0, 5
300,51, 0,0, 5
300,52, 0,0, 5
300,53, 0,0, 5
300,54, 0,0, 5
300,55, 0,0, 5
300,56, 0,0, 5
300,57, 0,0, 5
300,58, 0,0, 5
300,58, 0,0, 10,, A
300,58, 0,0, 10,, A1      ;Time to play the sounds

; FIGHT
fight.time = 0              ;Time to show FIGHT component
fight.offset = 400, 300     ;Component for FIGHT display
fight.anim = 1            ;.
fight.snd = 1,0             ;Sound to play
fight.sndtime = 0         ;Time to play sound

ctrl.time = 0             ;Time players get control after "Fight"

; KO
KO.time    = 0              ;Time to show KO component
KO.offset  = 400, 300        ;Component for KO display
KO.anim    = 2            ;
KO.snd     = 2,0
         ;Sound to play for KO announcement
; Double KO
DKO.offset = 400,300
DKO.anim    = 2
DKO.displaytime = 85
DKO.snd    = 2,1
; Time Over
TO.offset  = 400, 300
TO.font    = 1,5
TO.text    = Time Over
TO.displaytime = 60
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 = 160, 70
win.font = 1,0
win.text = %s Winer
win.displaytime = 540
; 2-player win text
win2.offset = 160, 70
win2.font = 1,0
win2.text = %s and %s Winer's
win2.displaytime = 540
; Draw text
draw.offset = 160, 70
draw.font = 1,0
draw.text = Draw Game's
draw.displaytime = 540

;"Fight!" Animation
[Begin Action 1]
300,0, 0,0, 5
300,1, 0,0, 5
300,2, 0,0, 5
300,3, 0,0, 5
300,4, 0,0, 5
300,5, 0,0, 5
300,6, 0,0, 5
300,7, 0,0, 5
300,8, 0,0, 5
300,9, 0,0, 5
300,10, 0,0, 5
300,11, 0,0, 5
300,12, 0,0, 5
300,13, 0,0, 5
300,14, 0,0, 5
300,14, 0,0, 10,, A
300,14, 0,0, 10,, A1

;"K.O." Animation
[Begin Action 2]
300,59, 0,0, 5
300,60, 0,0, 5
300,61, 0,0, 5
300,62, 0,0, 5
300,63, 0,0, 5
300,64, 0,0, 5
300,65, 0,0, 5
300,66, 0,0, 5
300,67, 0,0, 5
300,68, 0,0, 5
300,69, 0,0, 5
300,70, 0,0, 5
300,71, 0,0, 5
300,72, 0,0, 5
300,73, 0,0, 5
300,73, 0,0, 10,, A
300,73, 0,0, 10,, A1

;-----------------------------------------------------------
[WinIcon]
p1.pos = 270,0
p2.pos = 530,0
p1.iconoffset = 6,0
p2.iconoffset = -6,0
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 = 3,2
p2.n.spr = 3,2
p2.n.facing = -1
; Win by special
p1.s.spr = 3,2
p2.s.spr = 3,2
p2.s.facing = -1
; Win by hyper (super)
p1.h.spr = 3,2
p2.h.spr = 3,2
p2.h.facing = -1
; Win by normal throw
p1.throw.spr = 3,2
p2.throw.spr = 3,2
p2.throw.facing = -1
; Win by cheese
p1.c.spr = 3,2
p2.c.spr = 3,2
p2.c.facing = -1
; Win by time over
p1.t.spr = 3,2
p2.t.spr = 3,2
p2.t.facing = -1
; Win by suicide (here's a fun one)
p1.suicide.spr = 3,2
p2.suicide.spr = 3,2
p2.suicide.facing = -1
; Opponent beaten by his own teammate (another fun one)
p1.teammate.spr = 3,2
p2.teammate.spr = 3,2
p2.teammate.facing = -1
; Win by perfect (overlay icon)
p1.perfect.spr = 3,2
p2.perfect.spr = 3,2
p2.perfect.facing = -1
; 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.
