;|--------------------------------------------------|
;|  Barras de vida realizadas por Javier Carracedo  |
;|  http://www.angelfire.com/space/carra            |
;|--------------------------------------------------|


[Files]
sff = fight.sff
snd = fight.snd
font1 = font/titulos.fnt      ;para los mensajes
font2 = font/nombres1.fnt     ;para los nombres
font3 = font/tiempo.fnt       ;para el reloj
font4 = font/power.fnt        ;para niveles de poder
font5 = font/combo.fnt        ;para combos
font6 = font/nombres2.fnt     ;para nombres a dobles
fightfx.sff = fightfx.sff
fightfx.air = fightfx.air
common.snd = common.snd

;-----------------------------------------------------------
[Lifebar]
;Player 1
p1.pos    = 143,12	;posicion de la barra de vida
p1.bg0.anim = 10	;grupo 10 (fondo de la barra de vida)
p1.bg1.spr = 11,0	;borde de la barra de vida
p1.mid.spr = 12,0	;imagen de la barra bajando
p1.front.spr = 13,0	;imagen de la barra llena
p1.range.x  = 0,-106	;va desde el centro a x-106
;Player 2
p2.pos    = 176,12
p2.bg0.anim = 10
p2.bg0.facing = -1	;el fondo es el mismo pero invertido
p2.bg1.spr = 11,0
p2.bg1.facing = -1	;el borde es el mismo invertido
p2.mid.spr = 12,0
p2.mid.facing = -1	;igual para la barra bajando
p2.front.spr = 13,0
p2.front.facing = -1	;igual para la barra llena
p2.range.x = 0,106

[Begin Action 10]       ;barra de vida transparente
10,0, 0,0, 1, , A1

[Simul Lifebar]		;BARRAS PARA 2 CONTRA 2 (izquierda P1,P3 ; derecha P2,P4)
;Player 1
p1.pos    = 143,12
p1.bg0.anim = 20
p1.bg1.spr = 21,0
p1.mid.offset = 0,0
p1.mid.spr = 22,0
p1.front.offset = 0,0
p1.front.spr = 23,0
p1.range.x  = 0,-106
;Player 2
p2.pos    = 176,12
p2.bg0.anim = 20
p2.bg0.facing = -1
p2.bg1.spr = 21,0
p2.bg1.facing = -1
p2.mid.offset = 0,0
p2.mid.spr = 22,0
p2.mid.facing = -1
p2.front.offset = 0,0
p2.front.spr = 23,0
p2.front.facing = -1
p2.range.x = 0,106
;Player 3
p3.pos    = 143,18
p3.mid.spr = 22,0
p3.front.spr = 23,0
p3.range.x  = 0,-106
;Player 4
p4.pos    = 176,18
p4.mid.spr = 22,0
p4.mid.facing = -1
p4.front.spr = 23,0
p4.front.facing = -1
p4.range.x = 0,106

[Begin Action 20]
20,0, 0,0, 1, , A1

[Turns Lifebar]         ;BARRAS PARA TURNOS
;Player 1
p1.pos    = 143,12
p1.bg0.anim = 10
p1.bg1.spr = 11,0
p1.mid.spr = 12,0
p1.front.spr = 13,0
p1.range.x  = 0,-106
;Player 2
p2.pos    = 176,12
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 = 0,106

;-----------------------------------------------------------
[Powerbar]
;Player 1
p1.pos    = 143,25
p1.bg0.anim = 40
p1.bg1.spr = 41,0
;p1.mid.spr = 42,0
p1.front.spr = 43,0
p1.range.x = 0,-83
p1.counter.offset = -98,13
p1.counter.font = 4,0, 0

;Player 2
p2.pos    = 176,25
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  = 0,83
p2.counter.offset = 98,13
p2.counter.font = 4,0, 0

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

[Begin Action 40] ;barra de poder transparente
40,0, 0,0, 1,     ; ,A


;-----------------------------------------------------------
[Face]
;Player 1
p1.pos    = 5,14
;p1.bg.spr = 50,0
p1.face.spr = 9000,0
p1.face.facing = 1
p1.face.offset = 0,0
;Player 2
p2.pos    = 314,14
;p2.bg.spr = 50,0
p2.bg.facing = -1
p2.face.spr = 9000,0
p2.face.facing = -1
p2.face.offset = 0,0

[Simul Face]
;Player 1
p1.pos    = 5,3
;p1.bg.spr = 60,0
p1.face.spr = 9000,0
p1.face.scale = 1,0.7
p1.face.facing = 1
p1.face.offset = 0,0
;Player 2
p2.pos    = 314,3
;p2.bg.spr = 60,0
;p2.bg.facing = -1
p2.face.spr = 9000,0
p2.face.scale = 1,0.75
p2.face.facing = -1
p2.face.offset = 0,0
;Player 3
p3.pos    = 5,23
p3.face.spr = 9000,0
p3.face.scale = 1,0.7
p3.face.facing = 1
p3.face.offset = 0,0
;Player 4
p4.pos    = 314,23
p4.bg.facing = -1
p4.face.spr = 9000,0
p4.face.scale = 1,0.75
p4.face.facing = -1
p4.face.offset = 0,0

[Turns Face]
;Player 1
p1.pos    = 5,14
;p1.bg.spr = 50,0
p1.face.spr = 9000,0
p1.face.facing = 1
p1.face.offset = 0,0
p1.teammate.pos = 58,34
p1.teammate.spacing = 20,0
p1.teammate.bg.spr = 70,0
p1.teammate.ko.spr = 71,0
p1.teammate.face.spr = 9000,0
p1.teammate.face.scale = 0.68,0.68
p1.teammate.face.facing = 1
p1.teammate.face.offset = 1,1
;Player 2
p2.pos    = 314,14
;p2.bg.spr = 50,0
p2.bg.facing = -1
p2.face.spr = 9000,0
p2.face.facing = -1
p2.face.offset = 0,0
p2.teammate.pos = 261,34
p2.teammate.spacing = -20,0
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 = 0.68,0.68
p2.teammate.face.facing = -1
p2.teammate.face.offset = -1,1

;-----------------------------------------------------------
[Name]
p1.pos = 5,8
;p1.bg. =
p1.name.font = 2,0, 1
;p2.bg. =
p2.pos = 314,8
p2.name.font = 2,0, -1

[Simul Name]
p1.pos = 36,8
p1.name.font = 6,0, 1
p2.pos = 283,8
p2.name.font = 6,0,-1
p3.pos = 59,40
p3.name.font = 6,0, 1
p4.pos = 260,40
p4.name.font = 6,0,-1

[Turns Name]
p1.pos = 5,8
p1.bg.spr = 30,0
p1.name.font = 2,0, 1
p2.bg.spr = 30,1
p2.bg.facing = -1
p2.pos = 314,8
p2.name.font = 2,0, -1

;-----------------------------------------------------------
[Time]
pos = 160,31
; Uncomment the following line to use a bg component
;bg.spr = 
; Time count display
counter.offset = 0,0
counter.font = 3,0, 0
; Ticks for each count
framespercount = 60

;-----------------------------------------------------------
[Combo]
pos = 10,85         ;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
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 *2001.04.14 NEW*
;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, 90
DKO.font   = 1,0
DKO.text   = DOUBLE K.O.
DKO.displaytime = 60
DKO.snd    = 2,1
; Time Over
TO.offset  = 160, 90
TO.font    = 1,0
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, 90
win.font = 1,0
win.text = %s WINS
win.displaytime = 540
; 2-player win text
win2.offset = 160, 90
win2.font = 1,0
win2.text = %s AND %s WIN
win2.displaytime = 540
; Draw text
draw.offset = 160, 90
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 = 8,52
p2.pos = 312,52
; Offset for next icon (x,y)
p1.iconoffset = 11,0  
p2.iconoffset = -11,0
; Counter text font and offset for representing wins
p1.counter.offset = 0,0
p1.counter.font = 2,0
p2.counter.offset = 0,0
p2.counter.font = 2,0
; 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 = 100,0
p2.throw.spr = 100,0
; Win by cheese
p1.c.spr = 100,0
p2.c.spr = 100,0
; 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 = 100,0
p2.suicide.spr = 100,0
; Opponent beaten by his own teammate (another fun one)
p1.teammate.spr = 100,0
p2.teammate.spr = 100,0
; 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
