; 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 = menu.fnt
font2 = num1.fnt
font3 = name1.fnt
font4 = combo-fnt.fnt
fightfx.sff = fightfx.sff
fightfx.air = fightfx.air
common.snd = common.snd

;-----------------------------------------------------------
[Lifebar]
[Simul Lifebar]
[Turns Lifebar]

;-----------------------------------------------------------
[Powerbar]
;Player 1
p1.pos    = 175,211
p1.bg0.layerno = 1
p1.bg0.anim = 40
p1.bg1.spr = 41,0
p1.bg1.layerno = 1
p1.front.anim = 41
p1.front.layerno = 1
p1.range.x = 0,-14256

;Player 2
p2.pos    = 208,211
p2.bg0.anim = 40
p2.bg0.facing = -1
p2.bg0.layerno = 1
p2.bg1.spr = 41,0
p2.bg1.facing = -1
p2.bg1.layerno = 1
p2.front.anim = 41
p2.front.facing = -1
p2.front.layerno = 1
p2.range.x  = 0,14256

[Begin Action 40] ;Darkened powerbar background 
40,0, 0,0, 1, , AS128D128

[Begin Action 41]
43,0, 0,0, 1
43,1, 0,0, 1
43,2, 0,0, 1
43,3, 0,0, 1
43,4, 0,0, 1
43,5, 0,0, 1
43,6, 0,0, 1
43,0, 0,0, 1

;-----------------------------------------------------------
[Face]
[Simul Face]
[Turns Face]

;-----------------------------------------------------------
[Name]
[Simul Name]
[Turns Name]

;-----------------------------------------------------------
[Time]
pos = 192,0
framespercount = -1

;-----------------------------------------------------------
[Combo]
team1.pos = 20,80         ;Coords to show
team1.start.x = -40       ;Starting x-coords
team1.counter.font = 4,0,1
team1.counter.shake = 1   ;Set to 1 to shake count on hit
team1.text.text = HIT
team1.text.font = 1,1,1
team1.text.offset = 0,0   ;Offset of text
team1.displaytime = 90    ;Time to show text
team2.pos = 309,80         ;Coords to show
team2.start.x = 359       ;Starting x-coords
team2.counter.font = 2,4,-1
team2.counter.shake = 1   ;Set to 1 to shake count on hit
team2.text.text = HIT
team2.text.font = 1,1,-1
team2.text.offset = 0,0   ;Offset of text
team2.displaytime = 90    ;Time to show text

;-----------------------------------------------------------
[Round]
match.wins = 1              ;Rounds needed to win a match
match.maxdrawgames = 0      ;Max number of drawgames allowed (-1 for infinite) *2001.11.01 NEW*
start.waittime = 0         ;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 = 160, 100
; 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.displaytime = 1
; Sounds to play for each round (optional, specify up to round 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 = 160, 100
;round1.anim = 

; FIGHT
fight.time = 1              ;Time to show FIGHT component
fight.sndtime = 0           ;Time to play sound
ctrl.time = -1              ;Time players get control after "Fight"
KO.time    = 0              ;Time to show KO component
slow.time  = 0            ;Time for KO slowdown (in ticks)
over.waittime = 0         ;Time to wait after KO before player control is stopped
over.hittime = 0          ;Time after KO that players can still damage each other (for double KO)
over.wintime = 0          ;Time to wait before players change to win states
over.time = 0            ;Time to wait before round ends
; Time to wait before showing win/draw message
win.time = 0

;-----------------------------------------------------------
[WinIcon]
p1.pos = 34,43    ;33,43
p2.pos = 284,43   ;286,43