; 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:
;   - 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 = FFTFight.snd
font1 = font/CTFont.fnt; font/jg.fnt
font2 = font/num1.fnt
font3 = font/FFTactics.fnt  ;font/name1.fnt ;font/CTfont.fnt
fightfx.sff = fightfx.sff
fightfx.air = fightfx.air
common.snd = fight99.snd

;-----------------------------------------------------------
[Lifebar]
;Player 1
p1.pos    = 40,39
; Transparent backdrop
p1.bg0.anim = 11
p1.bg0.offset = -40,-39
; Name Plaque
p1.bg1.spr = 19,0
p1.bg1.offset = -37, -33
; Life/Power meter backdrop
p1.bg2.spr = 16,0
p1.bg2.offset = -13, -5
;p1.mid.spr = 12,0
p1.front.spr = 17,0
p1.range.x  = 0,33

;Player 2
p2.pos    = 200,39
; Name Plaque
p2.bg0.spr = 20,0
p2.bg0.offset = -37, -33
; Life/Power meter backdrop
p2.bg1.spr = 16,0
p2.bg1.offset = -13, -5
;p1.mid.spr = 12,0
p2.front.spr = 17,0
p2.range.x  = 0,33

[Begin Action 10] ;Darkened lifebar background 
10,0, 0,0, 1, , S
[Begin Action 11] ;Darkened lifebar background 
15,0, 0,0, 1, , S

[Simul Lifebar]
;Player 1
p1.pos    = 40,39
; Transparent backdrop
p1.bg0.anim = 11
p1.bg0.offset = -40,-39
; Name Plaque
p1.bg1.spr = 19,0
p1.bg1.offset = -37, -33
; Life/Power meter backdrop
p1.bg2.spr = 16,0
p1.bg2.offset = -13, -5
;p1.mid.spr = 12,0
p1.front.spr = 17,0
p1.range.x  = 0,33
;Player 2
p2.pos    = 200,39
; Name Plaque
p2.bg0.spr = 20,0
p2.bg0.offset = -37, -33
; Life/Power meter backdrop
p2.bg1.spr = 16,0
p2.bg1.offset = -13, -5
;p1.mid.spr = 12,0
p2.front.spr = 17,0
p2.range.x  = 0,33
;Player 3
p3.pos    = 120,39
; Name Plaque
p3.bg0.spr = 19,0
p3.bg0.offset = -37, -33
; Life/Power meter backdrop
p3.bg1.spr = 21,0
p3.bg1.offset = -13, -5
;p1.mid.spr = 12,0
p3.front.spr = 17,0
p3.range.x  = 0,33
;Player 4
p4.pos    = 280,39
; Name Plaque
p4.bg0.spr = 20,0
p4.bg0.offset = -37, -33
; Life/Power meter backdrop
p4.bg1.spr = 21,0
p4.bg1.offset = -13, -5
;p1.mid.spr = 12,0
p4.front.spr = 17,0
p4.range.x  = 0,33

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

[Turns Lifebar]
;Player 1
;Player 1
p1.pos    = 40,39
; Transparent backdrop
p1.bg0.anim = 11
p1.bg0.offset = -40,-39
; Name Plaque
p1.bg1.spr = 19,0
p1.bg1.offset = -37, -33
; Life/Power meter backdrop
p1.bg2.spr = 16,0
p1.bg2.offset = -13, -5
;p1.mid.spr = 12,0
p1.front.spr = 17,0
p1.range.x  = 0,33
;Player 2
p2.pos    = 200,39
; Name Plaque
p2.bg0.spr = 20,0
p2.bg0.offset = -37, -33
; Life/Power meter backdrop
p2.bg1.spr = 16,0
p2.bg1.offset = -13, -5
;p1.mid.spr = 12,0
p2.front.spr = 17,0
p2.range.x  = 0,33

;-----------------------------------------------------------
[Powerbar]
;Player 1
p1.pos    = 40,50
p1.front.spr = 18,0
p1.range.x = 0,33
;Player 2
p2.pos    = 200,50
p2.front.spr = 18,0
p2.range.x  = 0,33

; --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    = 4,18
p1.face.spr = 9000,0
p1.face.facing = 1
p1.face.offset = 0,7
;Player 2
p2.pos    = 164,18
p2.face.spr = 9000,0
p2.face.facing = 1
p2.face.offset = 0,7

[Simul Face]
;Player 1
p1.pos    = 4,18
p1.face.spr = 9000,0
p1.face.facing = 1
p1.face.offset = 0,7
;Player 2
p2.pos    = 164,18
p2.face.spr = 9000,0
p2.face.facing = 1
p2.face.offset = 0,7
;Player 3
p3.pos    = 84,18
p3.face.spr = 9000,0
p3.face.facing = 1
p3.face.offset = 0,7
;Player 4
p4.pos    = 244,18
p4.face.spr = 9000,0
p4.face.facing = 1
p4.face.offset = 0,7

[Turns Face]
;Player 1
;p1.pos    = 4,18
;p1.face.spr = 9000,0
;p1.face.facing = 1
;p1.face.offset = 0,7
;;Player 2
;p2.pos    = 164,18
;p2.face.spr = 9000,0
;p2.face.facing = 1
;p2.face.offset = 0,7

;Player 1
p1.pos    = 4,18
p1.face.spr = 9000,0
p1.face.facing = 1
p1.face.offset = 0,7
p1.teammate.pos = 77,7
p1.teammate.spacing = 5,14
p1.teammate.bg.spr = 71,0
p1.teammate.bg.offset = 24,5
p1.teammate.ko.spr = 21,0
p1.teammate.ko.offset = 24,5
p1.teammate.face.spr = 9000,0
p1.teammate.face.scale = .8,.8
p1.teammate.face.facing = 1
p1.teammate.face.offset = 1,0
;Player 2
p2.pos    = 164,18
p2.face.spr = 9000,0
p2.face.facing = 1
p2.face.offset = 0,7
p2.teammate.pos = 237,7
p2.teammate.spacing = 5,14
p2.teammate.bg.spr = 71,0
p2.teammate.bg.offset = 24,5
p2.teammate.ko.spr = 21,0
p2.teammate.ko.offset = 24,5
p2.teammate.face.spr = 9000,0
p2.teammate.face.scale = .8,.8
p2.teammate.face.facing = 1
p2.teammate.face.offset = 1,0

[Begin Action 70] 
70,0, 0,0, 1
-1,0, 0,0, 1

;-----------------------------------------------------------
[Name]
p1.pos = 18,18
p1.name.font = 3,0, 1
p2.pos = 178,18
p2.name.font = 3,0, 1

[Simul Name]
p1.pos = 18,18
p1.name.font = 3,0, 1
p2.pos = 178,18
p2.name.font = 3,0, 1
p3.pos = 98,18
p3.name.font = 3,0, 1
p4.pos = 258,18
p4.name.font = 3,0, 1

[Turns Name]
p1.pos = 18,18
p1.name.font = 3,0, 1
p2.pos = 178,18
p2.name.font = 3,0, 1

;-----------------------------------------------------------
[Time]
pos = 160,-100
;bg.spr = 
counter.offset = 0,0
counter.font = 2,0, 0
framespercount = 60

;-----------------------------------------------------------
[Combo]
pos = 10,80         ;Coords to show
start.x = -40       ;Starting x-coords
counter.font = 2,4
counter.shake = 1   ;Set to 1 to shake count on hit
text.text =  Hit Combo   ;You can use %i to show count in the text, eg "%i Hit!"
text.font = 1,0
text.offset = 3,0   ;Offset of text
displaytime = 60    ;Time to show text

;-----------------------------------------------------------
[Round]
match.wins = 2
start.waittime = 10

round.time = 0
round.default.offset = 0,0
;round.default.anim = 82
round.default.font = 1,0, 0
round.default.text = 
round.default.displaytime = 200
;round1.snd = 0,1
;round2.snd = 0,2
;round3.snd = 0,3
;round.sndtime = 0
; Components to show for each round (optional, specify up to round 9)
; Uncomment to use *2001.04.14 NEW*
round1.offset = 0, 0
;round1.spr = 80, 0, ,S
round1.anim = 82

; FIGHT
fight.time = 0
fight.offset = 80, 100
fight.anim = 80

ctrl.time = 30

; KO
KO.time    = 0
KO.offset  = 47, 70
KO.anim    = 90
;KO.font    = 1,5
;KO.text    = K.O.
;KO.displaytime = 60
KO.snd     = 2,0
DKO.offset = 160, 80
DKO.font   = 1,5
DKO.text   = A Winner is Everyone!!
DKO.displaytime = 60
DKO.snd    = 2,1
TO.offset  = 160, 80
TO.font    = 1,5
TO.text    = Time Over
TO.displaytime = 60
TO.snd     = 2,2
KO.sndtime = 0      ;(Applies to DKO and TO as well)
slow.time  = 60
over.waittime = 45
over.hittime = 10
over.wintime = 45
over.time = 210
; Time to wait before showing win/draw message
win.time = 60
; Win text
win.offset = 160, 80
win.font = 1,0
win.text = %s Wins
win.displaytime = 540
; 2-player win text
win2.offset = 160, 80
win2.font = 1,0
win2.text = A Winner is %s and %s !!
win2.displaytime = 540
; Draw text
draw.offset = 160, 80
draw.font = 1,0
draw.text = Draw Game
draw.displaytime = 540

; Conditions
[Begin Action 80]
81,0, 0,0, 2, ,A1
81,0, 0,0, 2, ,A
81,0, 0,0, 60
81,0, 0,0, 2, ,A
81,0, 0,0, 2, ,A1

; Congratulations
[Begin Action 90]
-1,-1, 0,0, 5
90,0, 0,0, 2, ,A1
90,0, 0,0, 2, ,A
90,0, 0,0, 120
90,0, 0,0, 2, ,A
90,0, 0,0, 2, ,A1

; Ready!!
[Begin Action 82]
82,0, 100,20, 2, ,A
82,0, 100,20, 2, ,A1
82,0, 100,20, 45
82,0, 100,20, 2, ,A1
82,0, 100,20, 2, ,A

;-----------------------------------------------------------
[WinIcon]
p1.pos = 38,35    ;33,43
p2.pos = 198,35   ;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 = 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 = 102,0
p2.h.spr = 102,0
; Win by normal throw
p1.throw.spr = 103,0
p2.throw.spr = 103,0
; 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.
