; 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 = jg.fnt font2 = num1.fnt font3 = name1.fnt fightfx.sff = fightfx.sff fightfx.air = fightfx.air common.snd = common.snd ;----------------------------------------------------------- [FightFx] scale = 1 ;----------------------------------------------------------- [Lifebar] ;Player 1 p1.pos = 140,12 p1.bg0.anim = 10 p1.bg1.spr = 11,0 p1.mid.spr = 12,0 p1.front.spr = 13,0 p1.range.x = 0,-127 ;Player 2 p2.pos = 178,12 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 = 0,127 [Begin Action 10] ;Darkened lifebar background 10,0, 0,0, 1, , S [Simul Lifebar] ;Player 1 p1.pos = 140,12 p1.bg0.anim = 20 p1.bg1.spr = 21,0 p1.mid.offset = 0,-1 p1.mid.spr = 22,0 p1.front.offset = 0,-1 p1.front.spr = 23,0 p1.range.x = 0,-127 ;Player 2 p2.pos = 178,12 p2.bg0.anim = 20 p2.bg0.facing = -1 p2.bg1.spr = 21,0 p2.bg1.facing = -1 p2.mid.offset = 0,-1 p2.mid.spr = 22,0 p2.mid.facing = -1 p2.front.offset = 0,-1 p2.front.spr = 23,0 p2.front.facing = -1 p2.range.x = 0,127 ;Player 3 p3.pos = 140,15 p3.mid.spr = 22,0 p3.front.spr = 23,0 p3.range.x = 0,-127 ;Player 4 p4.pos = 178,15 p4.mid.spr = 22,0 p4.mid.facing = -1 p4.front.spr = 23,0 p4.front.facing = -1 p4.range.x = 0,127 [Begin Action 20] ;Darkened lifebar background (team) 20,0, 0,0, 1, , S [Turns Lifebar] ;Player 1 p1.pos = 140,12 p1.bg0.anim = 10 p1.bg1.spr = 11,0 p1.mid.spr = 12,0 p1.front.spr = 13,0 p1.range.x = 0,-127 ;Player 2 p2.pos = 178,12 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 = 0,127 ;----------------------------------------------------------- [Powerbar] ;Player 1 p1.pos = 140,22 p1.bg0.anim = 40 p1.bg1.spr = 41,0 ;p1.mid.spr = 42,0 p1.front.spr = 43,0 p1.range.x = 0,-107 p1.counter.offset = -108,6 p1.counter.font = 1,0, 0 ;Player 2 p2.pos = 178,22 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 = 0,107 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 = 2,12 p1.bg.spr = 50,0 p1.face.spr = 9000,0 p1.face.facing = 1 p1.face.offset = 0,10 ;Player 2 p2.pos = 316,12 p2.bg.spr = 50,0 p2.bg.facing = -1 p2.face.spr = 9000,0 p2.face.facing = -1 p2.face.offset = 0,10 [Simul Face] ;Player 1 p1.pos = 1,12 p1.bg.spr = 60,0 p1.face.spr = 9000,0 p1.face.scale = 0.6,0.6 p1.face.facing = 1 p1.face.offset = 0,10 ;Player 2 p2.pos = 317,12 p2.bg.spr = 60,0 p2.bg.facing = -1 p2.face.spr = 9000,0 p2.face.scale = 0.6,0.6 p2.face.facing = -1 p2.face.offset = 0,10 ;Player 3 p3.pos = 2,12 p3.face.spr = 9000,0 p3.face.scale = 0.6,0.6 p3.face.facing = 1 p3.face.offset = 11,10 ;Player 4 p4.pos = 316,12 p4.bg.facing = -1 p4.face.spr = 9000,0 p4.face.scale = 0.6,0.6 p4.face.facing = -1 p4.face.offset = -11,10 [Turns Face] ;Player 1 p1.pos = 2,12 p1.bg.spr = 50,0 p1.face.spr = 9000,0 p1.face.facing = 1 p1.face.offset = 0,10 p1.teammate.pos = 1,49 p1.teammate.spacing = 13,0 p1.teammate.bg.spr = 70,0 p1.teammate.ko.spr = 71,0 p1.teammate.face.spr = 9000,0 p1.teammate.face.scale = 0.5,0.53 p1.teammate.face.facing = 1 p1.teammate.face.offset = 1,0 ;Player 2 p2.pos = 316,12 p2.bg.spr = 50,0 p2.bg.facing = -1 p2.face.spr = 9000,0 p2.face.facing = -1 p2.face.offset = 0,10 p2.teammate.pos = 317,49 p2.teammate.spacing = -13,0 p2.teammate.bg.spr = 70,0 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 = 0.5,0.53 p2.teammate.face.facing = -1 p2.teammate.face.offset = -1,0 ;----------------------------------------------------------- [Name] p1.pos = 14,10 ;p1.bg. = p1.name.font = 3,0, 1 ;p2.bg. = p2.pos = 305,10 p2.name.font = 3,0, -1 [Simul Name] p1.pos = 14,10 p1.name.font = 3,0, 1 p2.pos = 305,10 p2.name.font = 3,0, -1 p3.pos = 138,10 p3.name.font = 3,0, -1 p4.pos = 181,10 p4.name.font = 3,0, 1 [Turns Name] p1.pos = 14,10 ;p1.bg. = p1.name.font = 3,0, 1 ;p2.bg. = p2.pos = 305,10 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 = 2,0, 0 ; Ticks for each count framespercount = 60 ;----------------------------------------------------------- [Combo] team1.pos = 10,80 ;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 = 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 = 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 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.font = 1,0, 0 round.default.text = Round %i round.default.displaytime = 60 ; Sounds to play for each round (optional, specify up to round 9) round1.snd = 0,1 round2.snd = 0,2 round3.snd = 0,3 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 = 0 ;Time to show FIGHT component fight.offset = 160, 110 ;Component for FIGHT display fight.anim = 80 ;. fight.snd = 1,0 ;Sound to play fight.sndtime = 0 ;Time to play sound ctrl.time = 30 ;Time players get control after "Fight" ; KO KO.time = 0 ;Time to show KO component KO.offset = 160, 70 ;Component for KO display KO.anim = 200 ;. KO.snd = 2,0 ;Sound to play for KO announcement ; Double KO DKO.offset = 160, 70 DKO.font = 1,5 DKO.text = Double K.O. DKO.displaytime = 60 DKO.snd = 2,1 ; Time Over TO.offset = 160, 70 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 Wins win.displaytime = 540 ; 2-player win text win2.offset = 160, 70 win2.font = 1,0 win2.text = %s and %s Win 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, 1 80,6, 0,0, 1 80,7, 0,0, 1 80,6, 0,0, 1 80,0, 0,0, 30 80,1, 0,0, 1 80,2, 0,0, 1 80,3, 0,0, 1 80,4, 0,0, 1 80,5, 0,0, 1 ;"K.O." Animation [Begin Action 200] -1,-1, 0,0, 5 200,2, 0,0, 2, ,A1 200,1, 0,0, 2, ,A 200,2, 0,0, 2, ,A 200,2, 0,0, 18, ,A1 200,4, 0,0, 2, ,A1 200,3, 0,0, 2, ,A 200,4, 0,0, 2, ,A 200,4, 0,0, 18, ,A1 200,0, 0,0, 2, ,A1 200,5, 0,0, 2, ,A1 200,5, 0,0, 2, ,A 200,5, 0,0, 2, ,A1 200,0, 0,0, 2, ,A1 200,0, 0,0, 50 200,6, 0,0, 1, ,A1 200,7, 0,0, 1, ,A1 200,8, 0,0, 1, ,A1 200,9, 0,0, 1, ,A1 200,10, 0,0, 1, ,A1 ;----------------------------------------------------------- [WinIcon] p1.pos = 34,43 ;33,43 p2.pos = 284,43 ;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, alignmnt, R, G, B ; 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. ; R, G, B are the color adjustment values for the font. ; RGB values default to 256,256,256 (no color adjustment). ; All font values are optional. If fontno is omitted, no ; text will be drawn. ; ; 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.