; 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 = evefight.sff
snd =evefight.snd
font1 = EVE_NAME.fnt
font2 = EVE_TIMER.fnt
font3 = EVE_SF3.fnt
font4 = EVE_KOF.fnt
fightfx.sff = fightfx.sff
fightfx.air = fightfx.air
common.snd = common.snd

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

;-----------------------------------------------------------
[Lifebar]
;Player 1
p1.pos    = 0,0
p1.bg0.anim = 56
p1.bg0.layerno = 1
p1.bg1.spr = 0,0
p1.mid.spr = 2,0
p1.front.spr = 1,0
p1.range.x  = 80,206
;Player 2
p2.pos    = 640,0
p2.bg0.anim = 56
p2.bg0.layerno = 1
p2.bg0.facing = 0
p2.bg1.spr = 0,0
p2.bg1.facing = -1
p2.mid.spr = 2,0
p2.mid.facing = -1
p2.front.spr = 1,0
p2.front.facing = -1
p2.range.x = -80,-206

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

[Simul Lifebar]
;Player 1
p1.pos    = 0,0
p1.bg0.anim = 56
p1.bg0.layerno = 1
p1.bg1.spr = 10,0
p1.mid.offset = 0,0
p1.mid.spr = 8,0
p1.front.offset = 0,0
p1.front.spr = 7,0
p1.range.x  = 580,156
;Player 2
p2.pos    = 640,0
p2.bg0.anim = 56
p2.bg0.layerno = 1
p2.bg0.facing = -1
p2.bg1.spr = 10,0
p2.bg1.facing = -1
p2.mid.offset = 0,0
p2.mid.spr = 8,0
p2.mid.facing = -1
p2.front.offset = 0,0
p2.front.spr = 7,0
p2.front.facing = -1
p2.range.x = -580,-156
;Player 3
p3.pos    = 0,20
p3.mid.spr = 8,0
p3.front.spr = 7,0
p3.range.x  = 580,156
;Player 4
p4.pos    =  1279,20
p4.mid.spr = 8,0
p4.mid.facing = -1
p4.front.spr = 7,0
p4.front.facing = -1
p4.range.x = -580,-156

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

[Turns Lifebar]
;Player 1
p1.bg0.anim = 56
p1.bg0.layerno = 1
p1.bg1.anim = 56
p2.bg5.layerno =
p1.pos    = 0,0
p1.bg0.anim = 56
p1.bg1.spr = 9,0
p1.mid.spr = 2,0
p1.front.spr = 1,0
p1.range.x  = 580,156
;Player 2
p2.pos    = 640,0
p2.bg0.anim = 56
p2.bg0.anim = 1
p2.bg0.facing = -1
p2.bg1.spr = 9,0
p2.bg1.facing = -1
p2.mid.spr = 2,0
p2.mid.facing = -1
p2.front.spr = 1,0
p2.front.facing = -1
p2.range.x = -580,-156

;-----------------------------------------------------------
[Powerbar]
;Player 1
p1.pos    = 0,0
p1.bg0.anim = 56
p1.bg1.spr = 99,0
;p1.mid.spr = 42,0
p1.front.spr = 3,0
p1.range.x = 271,4;0,271
p1.counter.offset = 293,149
p1.counter.font = 3,0, 0
p1.counter.scale = .85,.85

;Player 2
p2.pos    = 640,0
p2.bg0.anim = 56
p2.bg0.facing = 0
p2.bg1.spr = 99,0
p2.bg1.facing = 0
;p2.mid.spr = 42,0
;p2.mid.facing = -1
p2.front.spr = 3,0
p2.front.facing = -1
p2.range.x  = -271,-4
p2.counter.offset = -290,149
p2.counter.font = 3,0, 0
p2.counter.scale = .85,.85

; --level sounds---
level1.snd = 1,0
level2.snd = 1,0
level3.snd = 1,0
level4.snd = 1,0
level5.snd = 1,0
level6.snd = 1,0
level7.snd = 1,0
level8.snd = 1,0
level9.snd = 1,0

;-----------------------------------------------------------
[Powerbar]
;Player 1
p1.pos    = 0,0
p1.bg0.anim = 40
p1.bg1.spr = 99,0
;p1.mid.spr = 42,0
p1.front.spr = 3,0
p1.range.x = 271,5;5,271
p1.counter.offset = 293,149
p1.counter.font = 3,0, 0
p1.counter.scale = .85,.85

;Player 2
p2.pos    = 0,0
p2.bg0.anim = 40
p2.bg0.facing = 0
p2.bg1.spr = 99,0
p2.bg1.facing = 0
p2.front.spr = 3,0
p2.front.facing = 0
p2.range.x = 271,5;5,271
p2.counter.offset = 293,149
p2.counter.font = 3,0, 0
p2.counter.scale = .85,.85

; --level sounds---
level1.snd = 1,0
level2.snd = 1,0
level3.snd = 1,0
level4.snd = 1,0
level5.snd = 1,0
level6.snd = 1,0
level7.snd = 1,0
level8.snd = 1,0
level9.snd = 1,0

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


;-----------------------------------------------------------
[Face]
;Player 1
p1.pos    = 0,0
p1.bg.spr = 99,0
p1.face.spr = 987,0
p1.face.facing = 1
p1.face.offset = 0,0
p1.face.scale = .25,.25
;Player 2
p2.pos    = 1279,0
p2.bg.spr = 99,0
p2.bg.facing = -1
p2.face.spr = 987,0
p2.face.facing = -1
p2.face.offset = 0,0
p2.face.scale = .25,.25

[Simul Face]
;Player 1
p1.pos    = 0,0
p1.bg.spr = 99,0
p1.face.spr = 987,0
p1.face.facing = 1
p1.face.offset = 0,0
p1.face.scale = .25,.25
;Player 2
p2.pos    = 1279,0
p2.bg.spr = 99,0
p2.bg.facing = -1
p2.face.spr = 987,0
p2.face.facing = -1
p2.face.offset = 0,0
p2.face.scale = .25,.25
;Player 3
p3.pos    = 244,4
p3.face.spr = 9000,0
p3.face.scale = 0.6,0.6
p3.face.facing = 1
p3.face.offset = 0,0
p3.face.scale = .25,.25
;Player 4
p4.pos    = 1035,4
p4.bg.facing = -1
p4.face.spr = 9000,0
p4.face.scale = 0.6,0.6
p4.face.facing = -1
p4.face.offset = 0,0
p4.face.scale = .25,.25

[Turns Face]
;Player 1
p1.pos    = 0,0
;p1.bg.spr = 0,0
p1.face.spr = 987,0
p1.face.facing = 1
p1.face.offset = 0,0
p1.face.scale = .25,.25
p1.teammate.pos = 283,8
p1.teammate.spacing = 40,0
p1.teammate.bg.spr = 99,0
p1.teammate.ko.spr = 11,0
p1.teammate.face.spr = 9000,0
p1.teammate.face.scale = 0.25,0.25
p1.teammate.face.facing = 1
p1.teammate.face.offset = 0,0
;Player 2
p2.pos    = 1279,0
p2.bg.spr = 9,1
p2.bg.facing = -1
p2.face.spr = 987,0
p2.face.facing = -1
p2.face.offset = 0,0
p2.face.scale = .25,.25
p2.teammate.pos = 996,8
p2.teammate.spacing = -40,0
p2.teammate.bg.spr =99,0
p2.teammate.bg.facing = -1
p2.teammate.ko.spr = 11,0
p2.teammate.ko.facing = -1
p2.teammate.face.spr = 9000,0
p2.teammate.face.scale = 0.25,0.25
p2.teammate.face.facing = -1
p2.teammate.face.offset = 0,0

;-----------------------------------------------------------
[Name]
p1.pos = 632,472
;p1.bg. =
p1.name.font = 1, 0, -1
;p2.bg. =
p2.pos = 8,472
p2.name.font = 1,0, 1

[Simul Name]
p1.pos = 580,62
p1.name.font = 1, 0, -1
p2.pos = 698,62
p2.name.font = 1,0, 1
p3.pos = 580,32
p3.name.font = 1, 0, -1
p4.pos = 698,32
p4.name.font = 1,0, 1

[Turns Name]
p1.pos = 580,62
;p1.bg. =
p1.name.font = 1, 0, -1
;p2.bg. =
p2.pos = 698,62
p2.name.font = 1,0, 1

;-----------------------------------------------------------
[Time]
pos = -520,0
; Uncomment the following line to use a bg component
;bg.spr = 
; Time count display
counter.offset = 0,0
counter.font = 2,0, 0
; Ticks for each count
framespercount = 60

;-----------------------------------------------------------
[Combo]
team1.pos = 10,250         ;Coords to show
team1.start.x = -40       ;Starting x-coords
team1.counter.font = 2,4,1
team1.counter.shake = 1   ;Set to 1 to shake count on hit
team1.text.text = Rush    ;You can use %i to show count in the text, eg "%i Hit!"
team1.text.font = 1,0,1
team1.text.offset = 3,0   ;Offset of text
team1.displaytime = 90    ;Time to show text
team2.pos = 1260,250         ;Coords to 
team2.start.x = 1500       ;Starting x-coords
team2.counter.font = 2,4,-1
team2.counter.shake = 1   ;Set to 1 to shake count on hit
team2.text.text = Rush    ;You can use %i to show count in the text, eg "%i Hit!"
team2.text.font = 1,0,-1
team2.text.offset = 3,0   ;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 until 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.anim = 4
round.default.displaytime = 124
; Sounds to play for each round (optional, specify up to round 9)
round1.snd = 0,0
round2.snd = 0,1
round3.snd = 0,2
round4.snd = 0,3
round5.snd = 0,7
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 = 0, 0
;round1.anim = 

; FIGHT
fight.time = 20              ;Time to show FIGHT component
fight.offset = 0, 0     ;Component for FIGHT display
fight.anim = 5              ;.
fight.snd = 0,6             ;Sound to play
fight.sndtime = 40           ;Time to play sound

ctrl.time = 82              ;Time players get control after "Fight"

; KO
KO.time    = 0              ;Time until showing KO component
KO.offset  = 0, 0          ;Component for KO display
KO.anim    = 6              ;.
KO.snd     = 0,5            ;Sound to play for KO announcement
; Double KO
DKO.offset = 0, 0
;DKO.font   = 1,5
DKO.anim = 6
DKO.text   = Double K.O.
DKO.displaytime = 60
DKO.snd    = 0,5
; Time Over
TO.offset  = 640, 260
TO.font    = 4,0,0
TO.text    = Time Out
TO.displaytime = 60
TO.snd     = 0,4
KO.sndtime = 00             ;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 = 30
win.offset = 0,0
;win.font = 4,0
win.anim = 67
win.text = %s Wins
win.displaytime = 540
 ;simultaneous player win text, NOT 2 PLAYER WIN TEXT
win2.offset = 0,0
;win2.font = 4,0
win2.anim = 67
win2.text = %s and %s Wins
win2.displaytime = 540
 ;Draw text
draw.offset = 640, 260
draw.font = 4,0
draw.text = Draw Game 
draw.displaytime = 540

;"GET READY" Animation
[Begin Action 4]
4,0, 0,0, 2,, AS255D100
4,1, 0,0, 2,, AS255D100
4,3, 0,0, 2,, AS255D100
4,4, 0,0, 2,, AS255D100
4,5, 0,0, 2,, AS255D100
4,6, 0,0, 2,, AS255D100
4,7, 0,0, 2,, AS255D100
4,8, 0,0, 2,, AS255D100
4,9, 0,0, 80,, AS255D100
4,10, 0,0, 2,, AS255D100
4,11, 0,0, 2,, AS255D100
4,12, 0,0, 2,, AS255D100
4,13, 0,0, 2,, AS255D100
99,0, 0,0, 20,, AS255D100

;"Fight!" Animation
[Begin Action 5]
-1,-1, 0,0, 20,, AS255D100
5,0, 0,0, 2,, AS255D100
5,1, 0,0, 2,, AS255D100
5,2, 0,0, 2,, AS255D100
5,3, 0,0, 2,, AS255D100
5,4, 0,0, 4,, AS255D100
5,5, 0,0, 30,, AS255D100
5,6, 0,0, 2,, AS255D100
5,7, 0,0, 2,, AS255D100
5,8, 0,0, 2,, AS255D100
5,9, 0,0, 2,, AS255D100

;"K.O." Animation
[Begin Action 6]
6,0, 0,0, 2,, AS255D100
6,1, 0,0, 2,, AS255D100
6,2, 0,0, 2,, AS255D100
6,3, 0,0, 2,, AS255D100
6,4, 0,0, 2,, AS255D100
6,5, 0,0, 2,, AS255D100
6,6, 0,0, 2,, AS255D100
6,7, 0,0, 30,, AS255D100
6,8, 0,0, 2,, AS255D100
6,9, 0,0, 30,, AS255D100
6,10, 0,0, 2,, AS255D100
6,11, 0,0, 2,, AS255D100
6,12, 0,0, 2,, AS255D100

;"Win" Animation
[Begin Action 67]
4,0, 0,0, 2,, AS255D100
4,1, 0,0, 2,, AS255D100
4,3, 0,0, 2,, AS255D100
4,4, 0,0, 2,, AS255D100
4,5, 0,0, 2,, AS255D100
4,6, 0,0, 2,, AS255D100
4,7, 0,0, 2,, AS255D100
67,0, 0,0, 2,, AS255D100
67,1, 0,0, -1,, AS255D100

; "Intro" animation - not recommended
[Begin Action 56]
;56,0, 0,0, 2,, AS255D000
;56,1, 0,0, 2,, AS255D000
;56,2, 0,0, 2,, AS255D000
;56,3, 0,0, 2,, AS255D000
;56,4, 0,0, 2,, AS255D000
;56,5, 0,0, 2,, AS255D000
99,0, 0,0, -1,, AS255D000
;-----------------------------------------------------------
[WinIcon]
p1.pos = 578,147    ;33,43
p2.pos = 703,147   ;286,43
; Offset for next icon (x,y)
p1.iconoffset = 12,0  
p2.iconoffset = -12,0
; Counter text font and offset for representing wins
p1.counter.offset = 0,0
p1.counter.font = 1,0,-1
p2.counter.offset = -4,0
p2.counter.font = 1,0,1

; Use icons up until this number of wins
useiconupto = 0