; Definition of fight screen ; Motif: IKEMEN1 ; Optimal resolution: 1280x720 ; Requires: IKEMEN GO 1.0 (Ikemen nightly) ; Notes about fonts: ; - fonts can be specified in the [Files] section (no limit to how many), ; - 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. ;----------------------------------------------------------- ; Ikemen feature [Info] name = IKEMEN1 ;Name of motif author = Ohmga Shironeko ;Motif author name versiondate = 03,14,2026 ;Version date of motif (MM-DD-YYYY) ikemenversion = 1.0 ;Version of I.K.E.M.E.N motif is compatible with (Ikemen nightly) localcoord = 1280,720 ;Local coordinate space width and height ;----------------------------------------------------------- ;Directories are checked in this order: ;1. current directory fight.def is in ;2. data/ ;3. your MUGEN directory ;eg. If you write "spr = system.sff", and this system.def file ; is in ~/ikemen/data/mymotif/, then Ikemen will first look ; for ~/ikemen/data/mymotif/system.sff. If it does not find ; it there, it looks for ~/ikemen/data/system.sff (the default). ; Finally, if that is not found, it will look for ; ~/ikemen/system.sff. [Files] sff = fight.sff snd = fight.snd font1 = ikemen1/fonts/Menu2.def font2 = ikemen1/fonts/Timer.def font3 = ikemen1/fonts/Menu2Small.def font4 = ikemen1/fonts/PowerbarNum.def font5 = ikemen1/fonts/Action.def font6 = ikemen1/fonts/ComboCounter.def font7 = ikemen1/fonts/HitNum.def font8 = ikemen1/fonts/Pixel.def font9 = ikemen1/fonts/Round.def fightfx.sff = fightfx.sff ;Legacy Mugen common effects fightfx.air = fightfx.air ;Legacy Mugen common effects common.snd = common.snd ;Legacy Mugen common effects ;fx1 = ;Extra common effects .def file ;----------------------------------------------------------- [FightFx] scale = 4 ;----------------------------------------------------------- [Lifebar] ;Player 1 p1.pos = 595,40 p1.bg0.spr = 10,0 p1.bg0.offset = 0,0 p1.bg0.xshear = 3 p1.top.spr = 11,0 p1.top.xshear = 3 p1.mid.spr = 12, 0 p1.mid.offset = 0,0 p1.mid.xshear = 3 p1.mid.palfx.mul = 200, 200, 200 p1.mid.palfx.sinmul = 32, 32, 32, 5 p1.front100.spr = 13,0 p1.front100.offset = 0,0 p1.front100.xshear = 3 p1.front50.spr = 13,1 p1.front50.offset = 0,0 p1.front50.xshear = 3 p1.front25.spr = 13,2 p1.front25.offset = 0,0 p1.front25.xshear = 3 p1.front.spr = 13, 3 p1.front.offset = 0,0 p1.front.palfx.sinmul = 128, 128, 128, 15 p1.front.xshear = 3 ;p1.shift.spr = 13,2 ;p1.shift.offset = 0,0 ;p1.shift.xshear = 3 p1.range.x = 15,-460 p1.scalefill = 1 ;Player 2 p2.pos = 684,40 p2.bg0.spr = 10,0 p2.bg0.offset = 0,0 p2.bg0.xshear = -3 p2.bg0.facing = -1 p2.top.spr = 11,0 p2.top.facing = -1 p2.top.xshear = -3 p2.mid.spr = 12, 0 p2.mid.offset = 0,0 p2.mid.facing = -1 p2.mid.xshear = -3 p2.mid.palfx.mul = 200, 200, 200 p2.mid.palfx.sinmul = 32, 32, 32, 5 p2.front100.spr = 13,0 p2.front100.offset = 0,0 p2.front100.xshear = -3 p2.front100.facing = -1 p2.front50.spr = 13,1 p2.front50.offset = 0,0 p2.front50.xshear = -3 p2.front50.facing = -1 p2.front25.spr = 13,2 p2.front25.offset = 0,0 p2.front25.xshear = -3 p2.front25.facing = -1 p2.front.spr = 13, 3 p2.front.offset = 0,0 p2.front.palfx.sinmul = 128, 128, 128, 15 p2.front.xshear = -3 p2.front.facing = -1 ;p2.shift.spr = 13,2 ;p2.shift.offset = 0,0 ;p2.shift.xshear = -3 ;p2.shift.facing = -1 p2.range.x = -15,460 p2.scalefill = 1 [Simul Lifebar] ;Player 1 p1.pos = 595,46 p1.bg0.spr = 10,0 p1.bg0.offset = 0,0 p1.bg0.xshear = 3 p1.top.spr = 11,0 p1.top.xshear = 3 p1.mid.spr = 12, 0 p1.mid.offset = 0,0 p1.mid.xshear = 3 p1.mid.palfx.mul = 200, 200, 200 p1.mid.palfx.sinmul = 32, 32, 32, 5 p1.front100.spr = 13,0 p1.front100.offset = 0,0 p1.front100.xshear = 3 p1.front50.spr = 13,1 p1.front50.offset = 0,0 p1.front50.xshear = 3 p1.front25.spr = 13,2 p1.front25.offset = 0,0 p1.front25.xshear = 3 p1.front.spr = 13, 3 p1.front.offset = 0,0 p1.front.palfx.sinmul = 128, 128, 128, 15 p1.front.xshear = 3 ;p1.shift.spr = 13,2 ;p1.shift.offset = 0,0 ;p1.shift.xshear = 3 p1.range.x = 15,-460 p1.scalefill = 1 ;Player 2 p2.pos = 684,46 p2.bg0.spr = 10,0 p2.bg0.offset = 0,0 p2.bg0.xshear = -3 p2.bg0.facing = -1 p2.top.spr = 11,0 p2.top.facing = -1 p2.top.xshear = -3 p2.mid.spr = 12, 0 p2.mid.offset = 0,0 p2.mid.facing = -1 p2.mid.xshear = -3 p2.mid.palfx.mul = 200, 200, 200 p2.mid.palfx.sinmul = 32, 32, 32, 5 p2.front100.spr = 13,0 p2.front100.offset = 0,0 p2.front100.xshear = -3 p2.front100.facing = -1 p2.front50.spr = 13,1 p2.front50.offset = 0,0 p2.front50.xshear = -3 p2.front50.facing = -1 p2.front25.spr = 13,2 p2.front25.offset = 0,0 p2.front25.xshear = -3 p2.front25.facing = -1 p2.front.spr = 13, 3 p2.front.offset = 0,0 p2.front.palfx.sinmul = 128, 128, 128, 15 p2.front.xshear = -3 p2.front.facing = -1 ;p2.shift.spr = 13,2 ;p2.shift.offset = 0,0 ;p2.shift.xshear = -3 ;p2.shift.facing = -1 p2.range.x = -15,460 p2.scalefill = 1 ;Player 3 p3.pos = 607,34 p3.bg0.spr = 20,0 p3.bg0.offset = 0,0 p3.bg0.xshear = 3 p3.top.spr = 21,0 p3.top.xshear = 3 p3.mid.spr = 22, 0 p3.mid.offset = 0,0 p3.mid.xshear = 3 p3.mid.palfx.mul = 200, 200, 200 p3.mid.palfx.sinmul = 32, 32, 32, 5 p3.front100.spr = 23,0 p3.front100.offset = 0,0 p3.front100.xshear = 3 p3.front50.spr = 23,1 p3.front50.offset = 0,0 p3.front50.xshear = 3 p3.front25.spr = 23,2 p3.front25.offset = 0,0 p3.front25.xshear = 3 p3.front.spr = 23, 3 p3.front.offset = 0,0 p3.front.palfx.sinmul = 128, 128, 128, 15 p3.front.xshear = 3 ;p3.shift.spr = 23,2 ;p3.shift.offset = 0,0 ;p3.shift.xshear = 3 p3.range.x = 15,-460 p3.scalefill = 1 ;Player 4 p4.pos = 672,34 p4.bg0.spr = 20,0 p4.bg0.offset = 0,0 p4.bg0.xshear = -3 p4.bg0.facing = -1 p4.top.spr = 21,0 p4.top.facing = -1 p4.top.xshear = -3 p4.mid.spr = 22, 0 p4.mid.offset = 0,0 p4.mid.facing = -1 p4.mid.xshear = -3 p4.mid.palfx.mul = 200, 200, 200 p4.mid.palfx.sinmul = 32, 32, 32, 5 p4.front100.spr = 23,0 p4.front100.offset = 0,0 p4.front100.xshear = -3 p4.front100.facing = -1 p4.front50.spr = 23,1 p4.front50.offset = 0,0 p4.front50.xshear = -3 p4.front50.facing = -1 p4.front25.spr = 23,2 p4.front25.offset = 0,0 p4.front25.xshear = -3 p4.front25.facing = -1 p4.front.spr = 23, 3 p4.front.offset = 0,0 p4.front.palfx.sinmul = 128, 128, 128, 15 p4.front.xshear = -3 p4.front.facing = -1 ;p4.shift.spr = 23,2 ;p4.shift.offset = 0,0 ;p4.shift.xshear = -3 ;p4.shift.facing = -1 p4.range.x = -15,460 p4.scalefill = 1 [Simul_3P Lifebar] ;Player 1 p1.pos = 595,50 p1.bg0.spr = 10,0 p1.bg0.offset = 0,0 p1.bg0.xshear = 3 p1.top.spr = 11,0 p1.top.xshear = 3 p1.mid.spr = 12, 0 p1.mid.offset = 0,0 p1.mid.xshear = 3 p1.mid.palfx.mul = 200, 200, 200 p1.mid.palfx.sinmul = 32, 32, 32, 5 p1.front100.spr = 13,0 p1.front100.offset = 0,0 p1.front100.xshear = 3 p1.front50.spr = 13,1 p1.front50.offset = 0,0 p1.front50.xshear = 3 p1.front25.spr = 13,2 p1.front25.offset = 0,0 p1.front25.xshear = 3 p1.front.spr = 13, 3 p1.front.offset = 0,0 p1.front.palfx.sinmul = 128, 128, 128, 15 p1.front.xshear = 3 ;p1.shift.spr = 13,2 ;p1.shift.offset = 0,0 ;p1.shift.xshear = 3 p1.range.x = 15,-460 p1.scalefill = 1 ;Player 2 p2.pos = 684,50 p2.bg0.spr = 10,0 p2.bg0.offset = 0,0 p2.bg0.xshear = -3 p2.bg0.facing = -1 p2.top.spr = 11,0 p2.top.facing = -1 p2.top.xshear = -3 p2.mid.spr = 12, 0 p2.mid.offset = 0,0 p2.mid.facing = -1 p2.mid.xshear = -3 p2.mid.palfx.mul = 200, 200, 200 p2.mid.palfx.sinmul = 32, 32, 32, 5 p2.front100.spr = 13,0 p2.front100.offset = 0,0 p2.front100.xshear = -3 p2.front100.facing = -1 p2.front50.spr = 13,1 p2.front50.offset = 0,0 p2.front50.xshear = -3 p2.front50.facing = -1 p2.front25.spr = 13,2 p2.front25.offset = 0,0 p2.front25.xshear = -3 p2.front25.facing = -1 p2.front.spr = 13, 3 p2.front.offset = 0,0 p2.front.palfx.sinmul = 128, 128, 128, 15 p2.front.xshear = -3 p2.front.facing = -1 ;p2.shift.spr = 13,2 ;p2.shift.offset = 0,0 ;p2.shift.xshear = -3 ;p2.shift.facing = -1 p2.range.x = -15,460 p2.scalefill = 1 ;Player 3 p3.pos = 607,38 p3.bg0.spr = 20,0 p3.bg0.offset = 0,0 p3.bg0.xshear = 3 p3.top.spr = 21,0 p3.top.xshear = 3 p3.mid.spr = 22, 0 p3.mid.offset = 0,0 p3.mid.xshear = 3 p3.mid.palfx.mul = 200, 200, 200 p3.mid.palfx.sinmul = 32, 32, 32, 5 p3.front100.spr = 23,0 p3.front100.offset = 0,0 p3.front100.xshear = 3 p3.front50.spr = 23,1 p3.front50.offset = 0,0 p3.front50.xshear = 3 p3.front25.spr = 23,2 p3.front25.offset = 0,0 p3.front25.xshear = 3 p3.front.spr = 23, 3 p3.front.offset = 0,0 p3.front.palfx.sinmul = 128, 128, 128, 15 p3.front.xshear = 3 ;p3.shift.spr = 23,2 ;p3.shift.offset = 0,0 ;p3.shift.xshear = 3 p3.range.x = 15,-460 p3.scalefill = 1 ;Player 4 p4.pos = 672,38 p4.bg0.spr = 20,0 p4.bg0.offset = 0,0 p4.bg0.xshear = -3 p4.bg0.facing = -1 p4.top.spr = 21,0 p4.top.facing = -1 p4.top.xshear = -3 p4.mid.spr = 22, 0 p4.mid.offset = 0,0 p4.mid.facing = -1 p4.mid.xshear = -3 p4.mid.palfx.mul = 200, 200, 200 p4.mid.palfx.sinmul = 32, 32, 32, 5 p4.front100.spr = 23,0 p4.front100.offset = 0,0 p4.front100.xshear = -3 p4.front100.facing = -1 p4.front50.spr = 23,1 p4.front50.offset = 0,0 p4.front50.xshear = -3 p4.front50.facing = -1 p4.front25.spr = 23,2 p4.front25.offset = 0,0 p4.front25.xshear = -3 p4.front25.facing = -1 p4.front.spr = 23, 3 p4.front.offset = 0,0 p4.front.palfx.sinmul = 128, 128, 128, 15 p4.front.xshear = -3 p4.front.facing = -1 ;p4.shift.spr = 23,2 ;p4.shift.offset = 0,0 ;p4.shift.xshear = -3 ;p4.shift.facing = -1 p4.range.x = -15,460 p4.scalefill = 1 ;Player 5 p5.pos = 619,26 p5.bg0.spr = 20,0 p5.bg0.offset = 0,0 p5.bg0.xshear = 3 p5.top.spr = 21,0 p5.top.xshear = 3 p5.mid.spr = 22, 0 p5.mid.offset = 0,0 p5.mid.xshear = 3 p5.mid.palfx.mul = 200, 200, 200 p5.mid.palfx.sinmul = 32, 32, 32, 5 p5.front100.spr = 23,0 p5.front100.offset = 0,0 p5.front100.xshear = 3 p5.front50.spr = 23,1 p5.front50.offset = 0,0 p5.front50.xshear = 3 p5.front25.spr = 23,2 p5.front25.offset = 0,0 p5.front25.xshear = 3 p5.front.spr = 23, 3 p5.front.offset = 0,0 p5.front.palfx.sinmul = 128, 128, 128, 15 p5.front.xshear = 3 ;p5.shift.spr = 23,2 ;p5.shift.offset = 0,0 ;p5.shift.xshear = 3 p5.range.x = 15,-460 p5.scalefill = 1 ;Player 6 p6.pos = 660,26 p6.bg0.spr = 20,0 p6.bg0.offset = 0,0 p6.bg0.xshear = -3 p6.bg0.facing = -1 p6.top.spr = 21,0 p6.top.facing = -1 p6.top.xshear = -3 p6.mid.spr = 22, 0 p6.mid.offset = 0,0 p6.mid.facing = -1 p6.mid.xshear = -3 p6.mid.palfx.mul = 200, 200, 200 p6.mid.palfx.sinmul = 32, 32, 32, 5 p6.front100.spr = 23,0 p6.front100.offset = 0,0 p6.front100.xshear = -3 p6.front100.facing = -1 p6.front50.spr = 23,1 p6.front50.offset = 0,0 p6.front50.xshear = -3 p6.front50.facing = -1 p6.front25.spr = 23,2 p6.front25.offset = 0,0 p6.front25.xshear = -3 p6.front25.facing = -1 p6.front.spr = 23, 3 p6.front.offset = 0,0 p6.front.palfx.sinmul = 128, 128, 128, 15 p6.front.xshear = -3 p6.front.facing = -1 ;p6.shift.spr = 23,2 ;p6.shift.offset = 0,0 ;p6.shift.xshear = -3 ;p6.shift.facing = -1 p6.range.x = -15,460 p6.scalefill = 1 [Simul_4P Lifebar] ;Player 1 p1.pos = 583,62 p1.bg0.spr = 20,0 p1.bg0.offset = 0,0 p1.bg0.xshear = 3 p1.top.spr = 21,0 p1.top.xshear = 3 p1.mid.spr = 22, 0 p1.mid.offset = 0,0 p1.mid.xshear = 3 p1.mid.palfx.mul = 200, 200, 200 p1.mid.palfx.sinmul = 32, 32, 32, 5 p1.front100.spr = 23,0 p1.front100.offset = 0,0 p1.front100.xshear = 3 p1.front50.spr = 23,1 p1.front50.offset = 0,0 p1.front50.xshear = 3 p1.front25.spr = 23,2 p1.front25.offset = 0,0 p1.front25.xshear = 3 p1.front.spr = 23, 3 p1.front.offset = 0,0 p1.front.palfx.sinmul = 128, 128, 128, 15 p1.front.xshear = 3 ;p1.shift.spr = 23,2 ;p1.shift.offset = 0,0 ;p1.shift.xshear = 3 p1.range.x = 15,-460 p1.scalefill = 1 ;Player 2 p2.pos = 696,62 p2.bg0.spr = 20,0 p2.bg0.offset = 0,0 p2.bg0.xshear = -3 p2.bg0.facing = -1 p2.top.spr = 21,0 p2.top.facing = -1 p2.top.xshear = -3 p2.mid.spr = 22, 0 p2.mid.offset = 0,0 p2.mid.facing = -1 p2.mid.xshear = -3 p2.mid.palfx.mul = 200, 200, 200 p2.mid.palfx.sinmul = 32, 32, 32, 5 p2.front100.spr = 23,0 p2.front100.offset = 0,0 p2.front100.xshear = -3 p2.front100.facing = -1 p2.front50.spr = 23,1 p2.front50.offset = 0,0 p2.front50.xshear = -3 p2.front50.facing = -1 p2.front25.spr = 23,2 p2.front25.offset = 0,0 p2.front25.xshear = -3 p2.front25.facing = -1 p2.front.spr = 23, 3 p2.front.offset = 0,0 p2.front.palfx.sinmul = 128, 128, 128, 15 p2.front.xshear = -3 p2.front.facing = -1 ;p2.shift.spr = 23,2 ;p2.shift.offset = 0,0 ;p2.shift.xshear = -3 ;p2.shift.facing = -1 p2.range.x = -15,460 p2.scalefill = 1 ;Player 3 p3.pos = 595,50 p3.bg0.spr = 20,0 p3.bg0.offset = 0,0 p3.bg0.xshear = 3 p3.top.spr = 21,0 p3.top.xshear = 3 p3.mid.spr = 22, 0 p3.mid.offset = 0,0 p3.mid.xshear = 3 p3.mid.palfx.mul = 200, 200, 200 p3.mid.palfx.sinmul = 32, 32, 32, 5 p3.front100.spr = 23,0 p3.front100.offset = 0,0 p3.front100.xshear = 3 p3.front50.spr = 23,1 p3.front50.offset = 0,0 p3.front50.xshear = 3 p3.front25.spr = 23,2 p3.front25.offset = 0,0 p3.front25.xshear = 3 p3.front.spr = 23, 3 p3.front.offset = 0,0 p3.front.palfx.sinmul = 128, 128, 128, 15 p3.front.xshear = 3 ;p3.shift.spr = 23,2 ;p3.shift.offset = 0,0 ;p3.shift.xshear = 3 p3.range.x = 15,-460 p3.scalefill = 1 ;Player 4 p4.pos = 684,50 p4.bg0.spr = 20,0 p4.bg0.offset = 0,0 p4.bg0.xshear = -3 p4.bg0.facing = -1 p4.top.spr = 21,0 p4.top.facing = -1 p4.top.xshear = -3 p4.mid.spr = 22, 0 p4.mid.offset = 0,0 p4.mid.facing = -1 p4.mid.xshear = -3 p4.mid.palfx.mul = 200, 200, 200 p4.mid.palfx.sinmul = 32, 32, 32, 5 p4.front100.spr = 23,0 p4.front100.offset = 0,0 p4.front100.xshear = -3 p4.front100.facing = -1 p4.front50.spr = 23,1 p4.front50.offset = 0,0 p4.front50.xshear = -3 p4.front50.facing = -1 p4.front25.spr = 23,2 p4.front25.offset = 0,0 p4.front25.xshear = -3 p4.front25.facing = -1 p4.front.spr = 23, 3 p4.front.offset = 0,0 p4.front.palfx.sinmul = 128, 128, 128, 15 p4.front.xshear = -3 p4.front.facing = -1 ;p4.shift.spr = 23,2 ;p4.shift.offset = 0,0 ;p4.shift.xshear = -3 ;p4.shift.facing = -1 p4.range.x = -15,460 p4.scalefill = 1 ;Player 5 p5.pos = 607,38 p5.bg0.spr = 20,0 p5.bg0.offset = 0,0 p5.bg0.xshear = 3 p5.top.spr = 21,0 p5.top.xshear = 3 p5.mid.spr = 22, 0 p5.mid.offset = 0,0 p5.mid.xshear = 3 p5.mid.palfx.mul = 200, 200, 200 p5.mid.palfx.sinmul = 32, 32, 32, 5 p5.front100.spr = 23,0 p5.front100.offset = 0,0 p5.front100.xshear = 3 p5.front50.spr = 23,1 p5.front50.offset = 0,0 p5.front50.xshear = 3 p5.front25.spr = 23,2 p5.front25.offset = 0,0 p5.front25.xshear = 3 p5.front.spr = 23, 3 p5.front.offset = 0,0 p5.front.palfx.sinmul = 128, 128, 128, 15 p5.front.xshear = 3 ;p5.shift.spr = 23,2 ;p5.shift.offset = 0,0 ;p5.shift.xshear = 3 p5.range.x = 15,-460 p5.scalefill = 1 ;Player 6 p6.pos = 672,38 p6.bg0.spr = 20,0 p6.bg0.offset = 0,0 p6.bg0.xshear = -3 p6.bg0.facing = -1 p6.top.spr = 21,0 p6.top.facing = -1 p6.top.xshear = -3 p6.mid.spr = 22, 0 p6.mid.offset = 0,0 p6.mid.facing = -1 p6.mid.xshear = -3 p6.mid.palfx.mul = 200, 200, 200 p6.mid.palfx.sinmul = 32, 32, 32, 5 p6.front100.spr = 23,0 p6.front100.offset = 0,0 p6.front100.xshear = -3 p6.front100.facing = -1 p6.front50.spr = 23,1 p6.front50.offset = 0,0 p6.front50.xshear = -3 p6.front50.facing = -1 p6.front25.spr = 23,2 p6.front25.offset = 0,0 p6.front25.xshear = -3 p6.front25.facing = -1 p6.front.spr = 23, 3 p6.front.offset = 0,0 p6.front.palfx.sinmul = 128, 128, 128, 15 p6.front.xshear = -3 p6.front.facing = -1 ;p6.shift.spr = 23,2 ;p6.shift.offset = 0,0 ;p6.shift.xshear = -3 ;p6.shift.facing = -1 p6.range.x = -15,460 p6.scalefill = 1 ;Player 7 p7.pos = 619,26 p7.bg0.spr = 20,0 p7.bg0.offset = 0,0 p7.bg0.xshear = 3 p7.top.spr = 21,0 p7.top.xshear = 3 p7.mid.spr = 22, 0 p7.mid.offset = 0,0 p7.mid.xshear = 3 p7.mid.palfx.mul = 200, 200, 200 p7.mid.palfx.sinmul = 32, 32, 32, 5 p7.front100.spr = 23,0 p7.front100.offset = 0,0 p7.front100.xshear = 3 p7.front50.spr = 23,1 p7.front50.offset = 0,0 p7.front50.xshear = 3 p7.front25.spr = 23,2 p7.front25.offset = 0,0 p7.front25.xshear = 3 p7.front.spr = 23, 3 p7.front.offset = 0,0 p7.front.palfx.sinmul = 128, 128, 128, 15 p7.front.xshear = 3 ;p7.shift.spr = 23,2 ;p7.shift.offset = 0,0 ;p7.shift.xshear = 3 p7.range.x = 15,-460 p7.scalefill = 1 ;Player 8 p8.pos = 660,26 p8.bg0.spr = 20,0 p8.bg0.offset = 0,0 p8.bg0.xshear = -3 p8.bg0.facing = -1 p8.top.spr = 21,0 p8.top.facing = -1 p8.top.xshear = -3 p8.mid.spr = 22, 0 p8.mid.offset = 0,0 p8.mid.facing = -1 p8.mid.xshear = -3 p8.mid.palfx.mul = 200, 200, 200 p8.mid.palfx.sinmul = 32, 32, 32, 5 p8.front100.spr = 23,0 p8.front100.offset = 0,0 p8.front100.xshear = -3 p8.front100.facing = -1 p8.front50.spr = 23,1 p8.front50.offset = 0,0 p8.front50.xshear = -3 p8.front50.facing = -1 p8.front25.spr = 23,2 p8.front25.offset = 0,0 p8.front25.xshear = -3 p8.front25.facing = -1 p8.front.spr = 23, 3 p8.front.offset = 0,0 p8.front.palfx.sinmul = 128, 128, 128, 15 p8.front.xshear = -3 p8.front.facing = -1 ;p8.shift.spr = 23,2 ;p8.shift.offset = 0,0 ;p8.shift.xshear = -3 ;p8.shift.facing = -1 p8.range.x = -15,460 p8.scalefill = 1 [Tag Lifebar] mid.shift = 0 ; makes the shift element also affect mid element (default: 0) mid.freeze = 0 ; controls mid element freezing during gethit/combo (default: 1) mid.delay = 0 ; frames before mid element starts decreasing (default: 30) mid.mult = 1.0 ; moving relation between mid value and life (default: 1.0) mid.steps = 16 ; mid value decreasing steps (default: 8) ;Player 1 p1.pos = 595,46 p1.bg0.spr = 10,0 p1.bg0.offset = 0,0 p1.bg0.xshear = 3 p1.top.spr = 11,0 p1.top.xshear = 3 p1.mid.spr = 12, 0 p1.mid.offset = 0,0 p1.mid.xshear = 3 p1.mid.palfx.mul = 200, 200, 200 p1.mid.palfx.sinmul = 32, 32, 32, 5 p1.red.spr = 14,0 p1.red.offset = 0,0 p1.red.xshear = 3 p1.front100.spr = 13,0 p1.front100.offset = 0,0 p1.front100.xshear = 3 p1.front50.spr = 13,1 p1.front50.offset = 0,0 p1.front50.xshear = 3 p1.front25.spr = 13,2 p1.front25.offset = 0,0 p1.front25.xshear = 3 p1.front.spr = 13, 3 p1.front.offset = 0,0 p1.front.palfx.sinmul = 128, 128, 128, 15 p1.front.xshear = 3 ;p1.shift.spr = 13,2 ;p1.shift.offset = 0,0 ;p1.shift.xshear = 3 p1.range.x = 15,-460 p1.scalefill = 1 ;Player 2 p2.pos = 684,46 p2.bg0.spr = 10,0 p2.bg0.offset = 0,0 p2.bg0.xshear = -3 p2.bg0.facing = -1 p2.top.spr = 11,0 p2.top.facing = -1 p2.top.xshear = -3 p2.mid.spr = 12, 0 p2.mid.offset = 0,0 p2.mid.facing = -1 p2.mid.xshear = -3 p2.mid.palfx.mul = 200, 200, 200 p2.mid.palfx.sinmul = 32, 32, 32, 5 p2.red.spr = 14,0 p2.red.offset = 0,0 p2.red.xshear = -3 p2.red.facing = -1 p2.front100.spr = 13,0 p2.front100.offset = 0,0 p2.front100.xshear = -3 p2.front100.facing = -1 p2.front50.spr = 13,1 p2.front50.offset = 0,0 p2.front50.xshear = -3 p2.front50.facing = -1 p2.front25.spr = 13,2 p2.front25.offset = 0,0 p2.front25.xshear = -3 p2.front25.facing = -1 p2.front.spr = 13, 3 p2.front.offset = 0,0 p2.front.palfx.sinmul = 128, 128, 128, 15 p2.front.xshear = -3 p2.front.facing = -1 ;p2.shift.spr = 13,2 ;p2.shift.offset = 0,0 ;p2.shift.xshear = -3 ;p2.shift.facing = -1 p2.range.x = -15,460 p2.scalefill = 1 ;Player 3 p3.pos = 607,34 p3.bg0.spr = 20,0 p3.bg0.offset = 0,0 p3.bg0.xshear = 3 p3.top.spr = 21,0 p3.top.xshear = 3 p3.mid.spr = 22, 0 p3.mid.offset = 0,0 p3.mid.xshear = 3 p3.mid.palfx.mul = 200, 200, 200 p3.mid.palfx.sinmul = 32, 32, 32, 5 p3.red.spr = 24,1 p3.red.offset = 0,0 p3.red.palfx.sinmul = 64, 64, 64, 60 p3.red.xshear = 3 p3.front100.spr = 23,0 p3.front100.offset = 0,0 p3.front100.xshear = 3 p3.front50.spr = 23,1 p3.front50.offset = 0,0 p3.front50.xshear = 3 p3.front25.spr = 23,2 p3.front25.offset = 0,0 p3.front25.xshear = 3 p3.front.spr = 23, 3 p3.front.offset = 0,0 p3.front.palfx.sinmul = 128, 128, 128, 15 p3.front.xshear = 3 ;p3.shift.spr = 23,2 ;p3.shift.offset = 0,0 ;p3.shift.xshear = 3 p3.range.x = 15,-460 p3.scalefill = 1 ;Player 4 p4.pos = 672,34 p4.bg0.spr = 20,0 p4.bg0.offset = 0,0 p4.bg0.xshear = -3 p4.bg0.facing = -1 p4.top.spr = 21,0 p4.top.facing = -1 p4.top.xshear = -3 p4.mid.spr = 22, 0 p4.mid.offset = 0,0 p4.mid.facing = -1 p4.mid.xshear = -3 p4.mid.palfx.mul = 200, 200, 200 p4.mid.palfx.sinmul = 32, 32, 32, 5 p4.red.spr = 24,1 p4.red.offset = 0,0 p4.red.xshear = -3 p4.red.facing = -1 p4.red.palfx.sinmul = 64, 64, 64, 60 p4.front100.spr = 23,0 p4.front100.offset = 0,0 p4.front100.xshear = -3 p4.front100.facing = -1 p4.front50.spr = 23,1 p4.front50.offset = 0,0 p4.front50.xshear = -3 p4.front50.facing = -1 p4.front25.spr = 23,2 p4.front25.offset = 0,0 p4.front25.xshear = -3 p4.front25.facing = -1 p4.front.spr = 23, 3 p4.front.offset = 0,0 p4.front.palfx.sinmul = 128, 128, 128, 15 p4.front.xshear = -3 p4.front.facing = -1 ;p4.shift.spr = 23,2 ;p4.shift.offset = 0,0 ;p4.shift.xshear = -3 ;p4.shift.facing = -1 p4.range.x = -15,460 p4.scalefill = 1 [Tag_3P Lifebar] mid.shift = 0 ; makes the shift element also affect mid element (default: 0) mid.freeze = 0 ; controls mid element freezing during gethit/combo (default: 1) mid.delay = 0 ; frames before mid element starts decreasing (default: 30) mid.mult = 1.0 ; moving relation between mid value and life (default: 1.0) mid.steps = 16 ; mid value decreasing steps (default: 8) ;Player 1 p1.pos = 595,50 p1.bg0.spr = 10,0 p1.bg0.offset = 0,0 p1.bg0.xshear = 3 p1.top.spr = 11,0 p1.top.xshear = 3 p1.mid.spr = 12, 0 p1.mid.offset = 0,0 p1.mid.xshear = 3 p1.mid.palfx.mul = 200, 200, 200 p1.mid.palfx.sinmul = 32, 32, 32, 5 ;p1.red200.spr = 14,0 ;p1.red200.offset = 0,0 ;p1.red200.xshear = 3 ;p1.red200.palfx.sinmul = 128, 128, 128, 5 p1.red.spr = 14,0 p1.red.offset = 0,0 p1.red.xshear = 3 p1.front100.spr = 13,0 p1.front100.offset = 0,0 p1.front100.xshear = 3 p1.front50.spr = 13,1 p1.front50.offset = 0,0 p1.front50.xshear = 3 p1.front25.spr = 13,2 p1.front25.offset = 0,0 p1.front25.xshear = 3 p1.front.spr = 13, 3 p1.front.offset = 0,0 p1.front.palfx.sinmul = 128, 128, 128, 15 p1.front.xshear = 3 ;p1.shift.spr = 13,2 ;p1.shift.offset = 0,0 ;p1.shift.xshear = 3 p1.range.x = 15,-460 p1.scalefill = 1 ;Player 2 p2.pos = 684,50 p2.bg0.spr = 10,0 p2.bg0.offset = 0,0 p2.bg0.xshear = -3 p2.bg0.facing = -1 p2.top.spr = 11,0 p2.top.facing = -1 p2.top.xshear = -3 p2.mid.spr = 12, 0 p2.mid.offset = 0,0 p2.mid.facing = -1 p2.mid.xshear = -3 p2.mid.palfx.mul = 200, 200, 200 p2.mid.palfx.sinmul = 32, 32, 32, 5 ;p2.red200.spr = 14,0 ;p2.red200.offset = 0,0 ;p2.red200.xshear = -3 ;p2.red200.facing = -1 ;p2.red200.palfx.sinmul = 128, 128, 128, 15 p2.red.spr = 14,0 p2.red.offset = 0,0 p2.red.xshear = -3 p2.red.facing = -1 p2.front100.spr = 13,0 p2.front100.offset = 0,0 p2.front100.xshear = -3 p2.front100.facing = -1 p2.front50.spr = 13,1 p2.front50.offset = 0,0 p2.front50.xshear = -3 p2.front50.facing = -1 p2.front25.spr = 13,2 p2.front25.offset = 0,0 p2.front25.xshear = -3 p2.front25.facing = -1 p2.front.spr = 13, 3 p2.front.offset = 0,0 p2.front.palfx.sinmul = 128, 128, 128, 15 p2.front.xshear = -3 p2.front.facing = -1 ;p2.shift.spr = 13,2 ;p2.shift.offset = 0,0 ;p2.shift.xshear = -3 ;p2.shift.facing = -1 p2.range.x = -15,460 p2.scalefill = 1 ;Player 3 p3.pos = 607,38 p3.bg0.spr = 20,0 p3.bg0.offset = 0,0 p3.bg0.xshear = 3 p3.top.spr = 21,0 p3.top.xshear = 3 p3.mid.spr = 22, 0 p3.mid.offset = 0,0 p3.mid.xshear = 3 p3.mid.palfx.mul = 200, 200, 200 p3.mid.palfx.sinmul = 32, 32, 32, 5 p3.red.spr = 24,1 p3.red.offset = 0,0 p3.red.xshear = 3 p3.red.palfx.sinmul = 64, 64, 64, 60 p3.front100.spr = 23,0 p3.front100.offset = 0,0 p3.front100.xshear = 3 p3.front50.spr = 23,1 p3.front50.offset = 0,0 p3.front50.xshear = 3 p3.front25.spr = 23,2 p3.front25.offset = 0,0 p3.front25.xshear = 3 p3.front.spr = 23, 3 p3.front.offset = 0,0 p3.front.palfx.sinmul = 128, 128, 128, 15 p3.front.xshear = 3 ;p3.shift.spr = 23,2 ;p3.shift.offset = 0,0 ;p3.shift.xshear = 3 p3.range.x = 15,-460 p3.scalefill = 1 ;Player 4 p4.pos = 672,38 p4.bg0.spr = 20,0 p4.bg0.offset = 0,0 p4.bg0.xshear = -3 p4.bg0.facing = -1 p4.top.spr = 21,0 p4.top.facing = -1 p4.top.xshear = -3 p4.mid.spr = 22, 0 p4.mid.offset = 0,0 p4.mid.facing = -1 p4.mid.xshear = -3 p4.mid.palfx.mul = 200, 200, 200 p4.mid.palfx.sinmul = 32, 32, 32, 5 p4.red.palfx.sinmul = 64, 64, 64, 60 p4.red.spr = 24,1 p4.red.offset = 0,0 p4.red.xshear = -3 p4.red.facing = -1 p4.front100.spr = 23,0 p4.front100.offset = 0,0 p4.front100.xshear = -3 p4.front100.facing = -1 p4.front50.spr = 23,1 p4.front50.offset = 0,0 p4.front50.xshear = -3 p4.front50.facing = -1 p4.front25.spr = 23,2 p4.front25.offset = 0,0 p4.front25.xshear = -3 p4.front25.facing = -1 p4.front.spr = 23, 3 p4.front.offset = 0,0 p4.front.palfx.sinmul = 128, 128, 128, 15 p4.front.xshear = -3 p4.front.facing = -1 ;p4.shift.spr = 23,2 ;p4.shift.offset = 0,0 ;p4.shift.xshear = -3 ;p4.shift.facing = -1 p4.range.x = -15,460 p4.scalefill = 1 ;Player 5 p5.pos = 619,26 p5.bg0.spr = 20,0 p5.bg0.offset = 0,0 p5.bg0.xshear = 3 p5.top.spr = 21,0 p5.top.xshear = 3 p5.mid.spr = 22, 0 p5.mid.offset = 0,0 p5.mid.xshear = 3 p5.mid.palfx.mul = 200, 200, 200 p5.mid.palfx.sinmul = 32, 32, 32, 5 p5.red.spr = 24,1 p5.red.offset = 0,0 p5.red.xshear = 3 p5.red.palfx.sinmul = 64, 64, 64, 60 p5.front100.spr = 23,0 p5.front100.offset = 0,0 p5.front100.xshear = 3 p5.front50.spr = 23,1 p5.front50.offset = 0,0 p5.front50.xshear = 3 p5.front25.spr = 23,2 p5.front25.offset = 0,0 p5.front25.xshear = 3 p5.front.spr = 23, 3 p5.front.offset = 0,0 p5.front.palfx.sinmul = 128, 128, 128, 15 p5.front.xshear = 3 ;p5.shift.spr = 23,2 ;p5.shift.offset = 0,0 ;p5.shift.xshear = 3 p5.range.x = 15,-460 p5.scalefill = 1 ;Player 6 p6.pos = 660,26 p6.bg0.spr = 20,0 p6.bg0.offset = 0,0 p6.bg0.xshear = -3 p6.bg0.facing = -1 p6.top.spr = 21,0 p6.top.facing = -1 p6.top.xshear = -3 p6.mid.spr = 22, 0 p6.mid.offset = 0,0 p6.mid.facing = -1 p6.mid.xshear = -3 p6.mid.palfx.mul = 200, 200, 200 p6.mid.palfx.sinmul = 32, 32, 32, 5 p6.red.palfx.sinmul = 64, 64, 64, 60 p6.red.spr = 24,1 p6.red.offset = 0,0 p6.red.xshear = -3 p6.red.facing = -1 p6.front100.spr = 23,0 p6.front100.offset = 0,0 p6.front100.xshear = -3 p6.front100.facing = -1 p6.front50.spr = 23,1 p6.front50.offset = 0,0 p6.front50.xshear = -3 p6.front50.facing = -1 p6.front25.spr = 23,2 p6.front25.offset = 0,0 p6.front25.xshear = -3 p6.front25.facing = -1 p6.front.spr = 23, 3 p6.front.offset = 0,0 p6.front.palfx.sinmul = 128, 128, 128, 15 p6.front.xshear = -3 p6.front.facing = -1 ;p6.shift.spr = 23,2 ;p6.shift.offset = 0,0 ;p6.shift.xshear = -3 ;p6.shift.facing = -1 p6.range.x = -15,460 p6.scalefill = 1 [Tag_4P Lifebar] mid.shift = 0 ; makes the shift element also affect mid element (default: 0) mid.freeze = 0 ; controls mid element freezing during gethit/combo (default: 1) mid.delay = 0 ; frames before mid element starts decreasing (default: 30) mid.mult = 1.0 ; moving relation between mid value and life (default: 1.0) mid.steps = 16 ; mid value decreasing steps (default: 8) ;Player 1 p1.pos = 583,62 p1.bg0.spr = 20,0 p1.bg0.offset = 0,0 p1.bg0.xshear = 3 p1.top.spr = 21,0 p1.top.xshear = 3 p1.mid.spr = 22, 0 p1.mid.offset = 0,0 p1.mid.xshear = 3 p1.mid.palfx.mul = 200, 200, 200 p1.mid.palfx.sinmul = 32, 32, 32, 5 p1.red.spr = 24,0 p1.red.offset = 0,0 p1.red.xshear = 3 p1.front100.spr = 23,0 p1.front100.offset = 0,0 p1.front100.xshear = 3 p1.front50.spr = 23,1 p1.front50.offset = 0,0 p1.front50.xshear = 3 p1.front25.spr = 23,2 p1.front25.offset = 0,0 p1.front25.xshear = 3 p1.front.spr = 23, 3 p1.front.offset = 0,0 p1.front.palfx.sinmul = 128, 128, 128, 15 p1.front.xshear = 3 ;p1.shift.spr = 23,2 ;p1.shift.offset = 0,0 ;p1.shift.xshear = 3 p1.range.x = 15,-460 p1.scalefill = 1 ;Player 2 p2.pos = 696,62 p2.bg0.spr = 20,0 p2.bg0.offset = 0,0 p2.bg0.xshear = -3 p2.bg0.facing = -1 p2.top.spr = 21,0 p2.top.facing = -1 p2.top.xshear = -3 p2.mid.spr = 22, 0 p2.mid.offset = 0,0 p2.mid.facing = -1 p2.mid.xshear = -3 p2.mid.palfx.mul = 200, 200, 200 p2.mid.palfx.sinmul = 32, 32, 32, 5 p2.red.spr = 24,0 p2.red.offset = 0,0 p2.red.xshear = -3 p2.red.facing = -1 p2.front100.spr = 23,0 p2.front100.offset = 0,0 p2.front100.xshear = -3 p2.front100.facing = -1 p2.front50.spr = 23,1 p2.front50.offset = 0,0 p2.front50.xshear = -3 p2.front50.facing = -1 p2.front25.spr = 23,2 p2.front25.offset = 0,0 p2.front25.xshear = -3 p2.front25.facing = -1 p2.front.spr = 23, 3 p2.front.offset = 0,0 p2.front.palfx.sinmul = 128, 128, 128, 15 p2.front.xshear = -3 p2.front.facing = -1 ;p2.shift.spr = 23,2 ;p2.shift.offset = 0,0 ;p2.shift.xshear = -3 ;p2.shift.facing = -1 p2.range.x = -15,460 p2.scalefill = 1 ;Player 3 p3.pos = 595,50 p3.bg0.spr = 20,0 p3.bg0.offset = 0,0 p3.bg0.xshear = 3 p3.top.spr = 21,0 p3.top.xshear = 3 p3.mid.spr = 22, 0 p3.mid.offset = 0,0 p3.mid.xshear = 3 p3.mid.palfx.mul = 200, 200, 200 p3.mid.palfx.sinmul = 32, 32, 32, 5 p3.red.spr = 24,1 p3.red.offset = 0,0 p3.red.xshear = 3 p3|p4|p5|p6|p7|p8.red.palfx.sinmul = 64, 64, 64, 60 p3.front100.spr = 23,0 p3.front100.offset = 0,0 p3.front100.xshear = 3 p3.front50.spr = 23,1 p3.front50.offset = 0,0 p3.front50.xshear = 3 p3.front25.spr = 23,2 p3.front25.offset = 0,0 p3.front25.xshear = 3 p3.front.spr = 23, 3 p3.front.offset = 0,0 p3.front.palfx.sinmul = 128, 128, 128, 15 p3.front.xshear = 3 ;p3.shift.spr = 23,2 ;p3.shift.offset = 0,0 ;p3.shift.xshear = 3 p3.range.x = 15,-460 p3.scalefill = 1 ;Player 4 p4.pos = 684,50 p4.bg0.spr = 20,0 p4.bg0.offset = 0,0 p4.bg0.xshear = -3 p4.bg0.facing = -1 p4.top.spr = 21,0 p4.top.facing = -1 p4.top.xshear = -3 p4.mid.spr = 22, 0 p4.mid.offset = 0,0 p4.mid.facing = -1 p4.mid.xshear = -3 p4.mid.palfx.mul = 200, 200, 200 p4.mid.palfx.sinmul = 32, 32, 32, 5 p4.red.spr = 24,1 p4.red.offset = 0,0 p4.red.xshear = -3 p4.red.facing = -1 p4.front100.spr = 23,0 p4.front100.offset = 0,0 p4.front100.xshear = -3 p4.front100.facing = -1 p4.front50.spr = 23,1 p4.front50.offset = 0,0 p4.front50.xshear = -3 p4.front50.facing = -1 p4.front25.spr = 23,2 p4.front25.offset = 0,0 p4.front25.xshear = -3 p4.front25.facing = -1 p4.front.spr = 23, 3 p4.front.offset = 0,0 p4.front.palfx.sinmul = 128, 128, 128, 15 p4.front.xshear = -3 p4.front.facing = -1 ;p4.shift.spr = 23,2 ;p4.shift.offset = 0,0 ;p4.shift.xshear = -3 ;p4.shift.facing = -1 p4.range.x = -15,460 p4.scalefill = 1 ;Player 5 p5.pos = 607,38 p5.bg0.spr = 20,0 p5.bg0.offset = 0,0 p5.bg0.xshear = 3 p5.top.spr = 21,0 p5.top.xshear = 3 p5.mid.spr = 22, 0 p5.mid.offset = 0,0 p5.mid.xshear = 3 p5.mid.palfx.mul = 200, 200, 200 p5.mid.palfx.sinmul = 32, 32, 32, 5 p5.red.spr = 24,1 p5.red.offset = 0,0 p5.red.xshear = 3 p5.front100.spr = 23,0 p5.front100.offset = 0,0 p5.front100.xshear = 3 p5.front50.spr = 23,1 p5.front50.offset = 0,0 p5.front50.xshear = 3 p5.front25.spr = 23,2 p5.front25.offset = 0,0 p5.front25.xshear = 3 p5.front.spr = 23, 3 p5.front.offset = 0,0 p5.front.palfx.sinmul = 128, 128, 128, 15 p5.front.xshear = 3 ;p5.shift.spr = 23,2 ;p5.shift.offset = 0,0 ;p5.shift.xshear = 3 p5.range.x = 15,-460 p5.scalefill = 1 ;Player 6 p6.pos = 672,38 p6.bg0.spr = 20,0 p6.bg0.offset = 0,0 p6.bg0.xshear = -3 p6.bg0.facing = -1 p6.top.spr = 21,0 p6.top.facing = -1 p6.top.xshear = -3 p6.mid.spr = 22, 0 p6.mid.offset = 0,0 p6.mid.facing = -1 p6.mid.xshear = -3 p6.mid.palfx.mul = 200, 200, 200 p6.mid.palfx.sinmul = 32, 32, 32, 5 p6.red.spr = 24,1 p6.red.offset = 0,0 p6.red.xshear = -3 p6.red.facing = -1 p6.front100.spr = 23,0 p6.front100.offset = 0,0 p6.front100.xshear = -3 p6.front100.facing = -1 p6.front50.spr = 23,1 p6.front50.offset = 0,0 p6.front50.xshear = -3 p6.front50.facing = -1 p6.front25.spr = 23,2 p6.front25.offset = 0,0 p6.front25.xshear = -3 p6.front25.facing = -1 p6.front.spr = 23, 3 p6.front.offset = 0,0 p6.front.palfx.sinmul = 128, 128, 128, 15 p6.front.xshear = -3 p6.front.facing = -1 ;p6.shift.spr = 23,2 ;p6.shift.offset = 0,0 ;p6.shift.xshear = -3 ;p6.shift.facing = -1 p6.range.x = -15,460 p6.scalefill = 1 ;Player 7 p7.pos = 619,26 p7.bg0.spr = 20,0 p7.bg0.offset = 0,0 p7.bg0.xshear = 3 p7.top.spr = 21,0 p7.top.xshear = 3 p7.mid.spr = 22, 0 p7.mid.offset = 0,0 p7.mid.xshear = 3 p7.mid.palfx.mul = 200, 200, 200 p7.mid.palfx.sinmul = 32, 32, 32, 5 p7.red.spr = 24,1 p7.red.offset = 0,0 p7.red.xshear = 3 p7.front100.spr = 23,0 p7.front100.offset = 0,0 p7.front100.xshear = 3 p7.front50.spr = 23,1 p7.front50.offset = 0,0 p7.front50.xshear = 3 p7.front25.spr = 23,2 p7.front25.offset = 0,0 p7.front25.xshear = 3 p7.front.spr = 23, 3 p7.front.offset = 0,0 p7.front.palfx.sinmul = 128, 128, 128, 15 p7.front.xshear = 3 ;p7.shift.spr = 23,2 ;p7.shift.offset = 0,0 ;p7.shift.xshear = 3 p7.range.x = 15,-460 p7.scalefill = 1 ;Player 8 p8.pos = 660,26 p8.bg0.spr = 20,0 p8.bg0.offset = 0,0 p8.bg0.xshear = -3 p8.bg0.facing = -1 p8.top.spr = 21,0 p8.top.facing = -1 p8.top.xshear = -3 p8.mid.spr = 22, 0 p8.mid.offset = 0,0 p8.mid.facing = -1 p8.mid.xshear = -3 p8.mid.palfx.mul = 200, 200, 200 p8.mid.palfx.sinmul = 32, 32, 32, 5 p8.red.spr = 24,1 p8.red.offset = 0,0 p8.red.xshear = -3 p8.red.facing = -1 p8.front100.spr = 23,0 p8.front100.offset = 0,0 p8.front100.xshear = -3 p8.front100.facing = -1 p8.front50.spr = 23,1 p8.front50.offset = 0,0 p8.front50.xshear = -3 p8.front50.facing = -1 p8.front25.spr = 23,2 p8.front25.offset = 0,0 p8.front25.xshear = -3 p8.front25.facing = -1 p8.front.spr = 23, 3 p8.front.offset = 0,0 p8.front.palfx.sinmul = 128, 128, 128, 15 p8.front.xshear = -3 p8.front.facing = -1 ;p8.shift.spr = 23,2 ;p8.shift.offset = 0,0 ;p8.shift.xshear = -3 ;p8.shift.facing = -1 p8.range.x = -15,460 p8.scalefill = 1 [Turns Lifebar] ;Player 1 p1.pos = 595,40 p1.bg0.spr = 10,0 p1.bg0.offset = 0,0 p1.bg0.xshear = 3 p1.top.spr = 11,0 p1.top.xshear = 3 p1.mid.spr = 12, 0 p1.mid.offset = 0,0 p1.mid.xshear = 3 p1.mid.palfx.mul = 200, 200, 200 p1.mid.palfx.sinmul = 32, 32, 32, 5 p1.front100.spr = 13,0 p1.front100.offset = 0,0 p1.front100.xshear = 3 p1.front50.spr = 13,1 p1.front50.offset = 0,0 p1.front50.xshear = 3 p1.front25.spr = 13,2 p1.front25.offset = 0,0 p1.front25.xshear = 3 p1.front.spr = 13, 3 p1.front.offset = 0,0 p1.front.palfx.sinmul = 128, 128, 128, 15 p1.front.xshear = 3 ;p1.shift.spr = 13,2 ;p1.shift.offset = 0,0 ;p1.shift.xshear = 3 p1.range.x = 15,-460 p1.scalefill = 1 ;Player 2 p2.pos = 684,40 p2.bg0.spr = 10,0 p2.bg0.offset = 0,0 p2.bg0.xshear = -3 p2.bg0.facing = -1 p2.top.spr = 11,0 p2.top.facing = -1 p2.top.xshear = -3 p2.mid.spr = 12, 0 p2.mid.offset = 0,0 p2.mid.facing = -1 p2.mid.xshear = -3 p2.mid.palfx.mul = 200, 200, 200 p2.mid.palfx.sinmul = 32, 32, 32, 5 p2.front100.spr = 13,0 p2.front100.offset = 0,0 p2.front100.xshear = -3 p2.front100.facing = -1 p2.front50.spr = 13,1 p2.front50.offset = 0,0 p2.front50.xshear = -3 p2.front50.facing = -1 p2.front25.spr = 13,2 p2.front25.offset = 0,0 p2.front25.xshear = -3 p2.front25.facing = -1 p2.front.spr = 13, 3 p2.front.offset = 0,0 p2.front.palfx.sinmul = 128, 128, 128, 15 p2.front.xshear = -3 p2.front.facing = -1 ;p2.shift.spr = 13,2 ;p2.shift.offset = 0,0 ;p2.shift.xshear = -3 ;p2.shift.facing = -1 p2.range.x = -15,460 p2.scalefill = 1 ;----------------------------------------------------------- [Powerbar] ;Player 1 p1.pos = 568,83 p1.bg0.spr = 40,0 p1.bg0.offset = 0,3 p1.bg1.spr = 41,0 ;p1.mid.spr = 42,0 p1.front.spr = 43,0 p1.front.offset = -4,4 p1.front.palfx.mul = 178, 178, 178 p1.range.x = -4, -206 ; Multiple Front Elements can be added depending on the amount of power, including maximum power p1.front500.spr = 43, 0 p1.front500.offset = -4,4 p1.front500.palfx.mul = 178, 178, 178 p1.front500.palfx.sinmul = 20, 20, 20, 90 p1.front1000.spr = 43, 0 p1.front1000.offset = -4,4 p1.front1000.palfx.mul = 0, 122, 255 p1.front1000.palfx.sinmul = 20, 20, 20, 60 p1.front2000.spr = 43, 0 p1.front2000.offset = -4,4 p1.front2000.palfx.mul = 254, 254, 55 p1.front2000.palfx.sinmul = 32, 32, 32, 50 p1.front3000.spr = 43, 0 p1.front3000.offset = -4,4 p1.front3000.palfx.mul = 255, 55, 55 p1.front3000.palfx.sinmul = 32, 32, 32, 45 p1.front4000.spr = 43, 0 p1.front4000.offset = -4,4 p1.front4000.palfx.mul = 0, 250, 0 p1.front4000.palfx.sinmul = 32, 32, 32, 40 p1.front5000.spr = 43, 0 p1.front5000.offset = -4,4 p1.front5000.palfx.mul = 256, 155, 64 p1.front5000.palfx.sinmul = 32, 32, 32, 35 p1.front6000.spr = 43, 0 p1.front6000.offset = -4,4 p1.front6000.palfx.mul = 75, 250, 150 p1.front6000.palfx.sinmul = 32, 32, 32, 30 p1.front7000.spr = 43, 0 p1.front7000.offset = -4,4 p1.front7000.palfx.mul = 0, 200, 225 p1.front7000.palfx.sinmul = 32, 32, 32, 25 p1.front8000.spr = 43, 0 p1.front8000.offset = -4,4 p1.front8000.palfx.mul = 200, 78, 240 p1.front8000.palfx.sinmul = 32, 32, 32, 20 p1.front9000.spr = 43, 0 p1.front9000.offset = -4,4 p1.front9000.palfx.mul = 255, 32, 135 p1.front9000.palfx.sinmul = 32, 32, 32, 15 p1.front10000.spr = 43, 0 p1.front10000.offset = -4,4 p1.front10000.palfx.mul = 236, 236, 236 p1.front10000.palfx.sinmul = 20, 20, 20, 10 p1.frontMax.spr = 44, 0 p1.frontMax.offset = -4,4 p1.frontMax.palfx.sinmul = 30, 30, 30, 10 ; Multiple Counter elements can be added depending on the level of the bar, including maximum power p1.counterMax.text = M p1.counterMax.offset = -241,31 p1.counterMax.font = 4, 0, 0 p1.counterMax.palfx.mul = 226, 226, 226 p1.counterMax.palfx.sinmul = 30, 30, 30, 10 p1.counter10000.offset = -241,31 p1.counter10000.font = 4, 0, 0 p1.counter10000.palfx.mul = 226, 226, 226 p1.counter10000.palfx.sinmul = 30, 30, 30, 10 p1.counter9000.offset = -241,31 p1.counter9000.font = 4, 0, 0 p1.counter9000.palfx.mul = 255, 32, 135 p1.counter8000.offset = -241,31 p1.counter8000.font = 4, 0, 0 p1.counter8000.palfx.mul = 200, 78, 240 p1.counter7000.offset = -241,31 p1.counter7000.font = 4, 0, 0 p1.counter7000.palfx.mul = 102, 250, 250 p1.counter6000.offset = -241,31 p1.counter6000.font = 4, 0, 0 p1.counter6000.palfx.mul = 0, 204, 153 p1.counter5000.offset = -241,31 p1.counter5000.font = 4, 0, 0 p1.counter5000.palfx.mul = 255, 153, 0 p1.counter4000.offset = -241,31 p1.counter4000.font = 4, 0, 0 p1.counter4000.palfx.mul = 102, 255, 51 p1.counter3000.offset = -241,31 p1.counter3000.font = 4, 0, 0 p1.counter3000.palfx.mul = 255, 70, 70 p1.counter2000.offset = -241,31 p1.counter2000.font = 4, 0, 0 p1.counter2000.palfx.mul = 255, 255, 51 p1.counter1000.offset = -241,31 p1.counter1000.font = 4, 0, 0 p1.counter1000.palfx.mul = 0, 153, 255 p1.counter.palfx.mul = 125, 125, 125 p1.counter.offset = -241,31 p1.counter.font = 4, 0, 0 p1.levelbars = 1 ;Player 2 p2.pos = 712,83 p2.bg0.spr = 40,0 p2.bg0.offset = 0,3 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.palfx.mul = 178, 178, 178 p2.front.offset = 4,4 p2.front.facing = -1 p2.range.x = 4,206 ; Multiple Front Elements can be added depending on the amount of power, including maximum power p2.front500.spr = 43, 0 p2.front500.offset = 4,4 p2.front500.palfx.mul = 178, 178, 178 p2.front500.palfx.sinmul = 20, 20, 20, 90 p2.front500.facing = -1 p2.front1000.spr = 43, 0 p2.front1000.offset = 4,4 p2.front1000.palfx.mul = 0, 122, 255 p2.front1000.palfx.sinmul = 20, 20, 20, 60 p2.front1000.facing = -1 p2.front2000.spr = 43, 0 p2.front2000.offset = 4,4 p2.front2000.palfx.mul = 254, 254, 55 p2.front2000.palfx.sinmul = 32, 32, 32, 50 p2.front2000.facing = -1 p2.front3000.spr = 43, 0 p2.front3000.offset = 4,4 p2.front3000.palfx.mul = 255, 55, 55 p2.front3000.palfx.sinmul = 32, 32, 32, 45 p2.front3000.facing = -1 p2.front4000.spr = 43, 0 p2.front4000.offset = 4,4 p2.front4000.palfx.mul = 0, 250, 0 p2.front4000.palfx.sinmul = 32, 32, 32, 40 p2.front4000.facing = -1 p2.front5000.spr = 43, 0 p2.front5000.offset = 4,4 p2.front5000.palfx.mul = 256, 155, 64 p2.front5000.palfx.sinmul = 32, 32, 32, 35 p2.front5000.facing = -1 p2.front6000.spr = 43, 0 p2.front6000.offset = 4,4 p2.front6000.palfx.mul = 75, 250, 150 p2.front6000.palfx.sinmul = 32, 32, 32, 30 p2.front6000.facing = -1 p2.front7000.spr = 43, 0 p2.front7000.offset = 4,4 p2.front7000.palfx.mul = 0, 200, 225 p2.front7000.palfx.sinmul = 32, 32, 32, 25 p2.front7000.facing = -1 p2.front8000.spr = 43, 0 p2.front8000.offset = 4,4 p2.front8000.palfx.mul = 200, 78, 240 p2.front8000.palfx.sinmul = 32, 32, 32, 20 p2.front8000.facing = -1 p2.front9000.spr = 43, 0 p2.front9000.offset = 4,4 p2.front9000.palfx.mul = 255, 32, 135 p2.front9000.palfx.sinmul = 32, 32, 32, 15 p2.front9000.facing = -1 p2.front10000.spr = 43, 0 p2.front10000.offset = 4,4 p2.front10000.palfx.mul = 236, 236, 236 p2.front10000.palfx.sinmul = 20, 20, 20, 10 p2.front10000.facing = -1 p2.frontMax.spr = 44, 0 p2.frontMax.offset = 208,4 p2.frontMax.palfx.sinmul = 30, 30, 30, 10 p2.frontMax.facing = 1 ; Multiple Counter elements can be added depending on the level of the bar, including maximum power p2.counterMax.text = M p2.counterMax.offset = 241,31 p2.counterMax.font = 4, 0, 0 p2.counterMax.palfx.mul = 226, 226, 226 p2.counterMax.palfx.sinmul = 30, 30, 30, 10 p2.counter10000.offset = 243,31 p2.counter10000.font = 4, 0, 0 p2.counter10000.palfx.mul = 226, 226, 226 p2.counter10000.palfx.sinmul = 30, 30, 30, 10 p2.counter9000.offset = 243,31 p2.counter9000.font = 4, 0, 0 p2.counter9000.palfx.mul = 255, 32, 135 p2.counter8000.offset = 243,31 p2.counter8000.font = 4, 0, 0 p2.counter8000.palfx.mul = 200, 78, 240 p2.counter7000.offset = 243,31 p2.counter7000.font = 4, 0, 0 p2.counter7000.palfx.mul = 102, 250, 250 p2.counter6000.offset = 243,31 p2.counter6000.font = 4, 0, 0 p2.counter6000.palfx.mul = 0, 204, 153 p2.counter5000.offset = 243,31 p2.counter5000.font = 4, 0, 0 p2.counter5000.palfx.mul = 255, 153, 0 p2.counter4000.offset = 243,31 p2.counter4000.font = 4, 0, 0 p2.counter4000.palfx.mul = 102, 255, 51 p2.counter3000.offset = 243,31 p2.counter3000.font = 4, 0, 0 p2.counter3000.palfx.mul = 255, 70, 70 p2.counter2000.offset = 243,31 p2.counter2000.font = 4, 0, 0 p2.counter2000.palfx.mul = 255, 255, 51 p2.counter1000.offset = 243,31 p2.counter1000.font = 4, 0, 0 p2.counter1000.palfx.mul = 0, 153, 255 p2.counter.offset = 243,31 p2.counter.font = 4, 0, 0 p2.counter.palfx.mul = 125, 125, 125 p2.levelbars = 1 ; --level sounds--- level1.snd = 21,0 level2.snd = 21,0 level3.snd = 21,0 level4.snd = 21,0 level5.snd = 21,0 level6.snd = 21,0 level7.snd = 21,0 level8.snd = 21,0 level9.snd = 21,0 level10.snd = 21,0 levelMax.snd = 21, 1 ;================================================================================================== [Guardbar] ;Player 1 p1.pos = 16, 16 p1.top.spr = 91, 0 p1.top.layerno = 0 p1.bg1.spr = 90, 0 p1.bg1.offset = -3,5 p1.bg1.layerno = 0 p1.front.spr = 92, 0 p1.front.offset = -4,5 p1.front.layerno = 0 p1.range.y = 104, 4 p1.warn.range = 0, 0 p1.warn.spr = 93, 0 p1.warn.palfx.sinadd = 128, 128, 128, 5 p1.warn.palfx.mul = 256, 128, 128 p1.warn.palfx.sinmul = 0, 128, 128, 5 p1.warn.offset = 3,3 p1.warn.scale = 2,2 p1.warn.layerno = 1 ;Player 2 p2.pos = 1264, 16 p2.top.spr = 91, 0 p2.top.layerno = 0 p2.top.facing = -1 p2.bg1.spr = 90, 0 p2.bg1.offset = 4,5 p2.bg1.layerno = 0 p2.bg1.facing = -1 p2.front.spr = 92, 0 p2.front.offset = 4,5 p2.front.layerno = 0 p2.front.facing = -1 p2.range.y = 102, 4 p2.warn.range = 0, 0 p2.warn.spr = 93, 0 p2.warn.palfx.sinadd = 128, 128, 128, 5 p2.warn.palfx.mul = 256, 128, 128 p2.warn.palfx.sinmul = 0, 128, 128, 5 p2.warn.offset = 16,3 p2.warn.scale = 2,2 p2.warn.layerno = 1 [Simul Guardbar] [Simul_3P Guardbar] [Simul_4P Guardbar] ;Disabled in these modes [Tag Guardbar] ;Player 1 p1.pos = 16, 16 p1.top.spr = 91, 0 p1.top.layerno = 0 p1.bg1.spr = 90, 0 p1.bg1.offset = -3,5 p1.bg1.layerno = 0 p1.front.spr = 92, 0 p1.front.offset = -4,5 p1.front.layerno = 0 p1.range.y = 103, 4 p1.warn.range = 0, 0 p1.warn.spr = 93, 0 p1.warn.palfx.sinadd = 128, 128, 128, 5 p1.warn.palfx.mul = 256, 128, 128 p1.warn.palfx.sinmul = 0, 128, 128, 5 p1.warn.offset = 3,3 p1.warn.scale = 2,2 p1.warn.layerno = 1 ;Player 2 p2.pos = 1264, 16 p2.top.spr = 91, 0 p2.top.layerno = 0 p2.top.facing = -1 p2.bg1.spr = 90, 0 p2.bg1.offset = 4,5 p2.bg1.layerno = 0 p2.bg1.facing = -1 p2.front.spr = 92, 0 p2.front.offset = 4,5 p2.front.layerno = 0 p2.front.facing = -1 p2.range.y = 103, 4 p2.warn.range = 0, 0 p2.warn.spr = 93, 0 p2.warn.palfx.sinadd = 128, 128, 128, 5 p2.warn.palfx.mul = 256, 128, 128 p2.warn.palfx.sinmul = 0, 128, 128, 5 p2.warn.offset = 16,3 p2.warn.scale = 2,2 p2.warn.layerno = 1 [Tag_3P Guardbar] ;Player 1 p1.pos = 16, 16 p1.top.spr = 91, 0 p1.top.layerno = 0 p1.bg1.spr = 90, 0 p1.bg1.offset = -3,5 p1.bg1.layerno = 0 p1.front.spr = 92, 0 p1.front.offset = -4,5 p1.front.layerno = 0 p1.range.y = 103, 4 p1.warn.range = 0, 0 p1.warn.spr = 93, 0 p1.warn.palfx.sinadd = 128, 128, 128, 5 p1.warn.palfx.mul = 256, 128, 128 p1.warn.palfx.sinmul = 0, 128, 128, 5 p1.warn.offset = 3,3 p1.warn.scale = 2,2 p1.warn.layerno = 1 ;Player 2 p2.pos = 1264, 16 p2.top.spr = 91, 0 p2.top.layerno = 0 p2.top.facing = -1 p2.bg1.spr = 90, 0 p2.bg1.offset = 4,5 p2.bg1.layerno = 0 p2.bg1.facing = -1 p2.front.spr = 92, 0 p2.front.offset = 4,5 p2.front.layerno = 0 p2.front.facing = -1 p2.range.y = 103, 4 p2.warn.range = 0, 0 p2.warn.spr = 93, 0 p2.warn.palfx.sinadd = 128, 128, 128, 5 p2.warn.palfx.mul = 256, 128, 128 p2.warn.palfx.sinmul = 0, 128, 128, 5 p2.warn.offset = 16,3 p2.warn.scale = 2,2 p2.warn.layerno = 1 [Tag_4P Guardbar] ;Player 1 p1.pos = 16, 16 p1.top.spr = 91, 0 p1.top.layerno = 0 p1.bg1.spr = 90, 0 p1.bg1.offset = -3,5 p1.bg1.layerno = 0 p1.front.spr = 92, 0 p1.front.offset = -4,5 p1.front.layerno = 0 p1.range.y = 103, 4 p1.warn.range = 0, 0 p1.warn.spr = 93, 0 p1.warn.palfx.sinadd = 128, 128, 128, 5 p1.warn.palfx.mul = 256, 128, 128 p1.warn.palfx.sinmul = 0, 128, 128, 5 p1.warn.offset = 3,3 p1.warn.scale = 2,2 p1.warn.layerno = 1 ;Player 2 p2.pos = 1264, 16 p2.top.spr = 91, 0 p2.top.layerno = 0 p2.top.facing = -1 p2.bg1.spr = 90, 0 p2.bg1.offset = 4,5 p2.bg1.layerno = 0 p2.bg1.facing = -1 p2.front.spr = 92, 0 p2.front.offset = 4,5 p2.front.layerno = 0 p2.front.facing = -1 p2.range.y = 103, 4 p2.warn.range = 0, 0 p2.warn.spr = 93, 0 p2.warn.palfx.sinadd = 128, 128, 128, 5 p2.warn.palfx.mul = 256, 128, 128 p2.warn.palfx.sinmul = 0, 128, 128, 5 p2.warn.offset = 16,3 p2.warn.scale = 2,2 p2.warn.layerno = 1 ;----------------------------------------------------------- [Stunbar] ;Player 1 p1.pos = 123, 3 p1.top.spr = 96, 0 p1.top.layerno = 0 p1.bg1.spr = 95, 0 p1.bg1.offset = -4, 4 p1.bg1.layerno = 0 p1.front.spr = 97, 0 p1.front.offset = -3, 3 p1.front.layerno = 0 p1.warn.range = 0, 0 p1.warn.spr = 98, 0 p1.warn.palfx.sinadd = 128, 128, 128, 5 p1.warn.palfx.mul = 256, 128, 128 p1.warn.palfx.sinmul = 0, 128, 128, 5 p1.warn.offset = -15, 0 p1.warn.layerno = 1 p1.warn.scale = 2,2 p1.range.x = -103, -3 ;Player 2 p2.pos = 1157, 3 p2.top.spr = 96, 0 p2.top.layerno = 0 p2.top.facing = -1 p2.bg1.spr = 95, 0 p2.bg1.offset = 4, 4 p2.bg1.layerno = 0 p2.bg1.facing = -1 p2.front.spr = 97, 0 p2.front.offset = 4, 3 p2.front.layerno = 0 p2.front.facing = -1 p2.warn.range = 0, 0 p2.warn.spr = 98, 0 p2.warn.palfx.sinadd = 128, 128, 128, 5 p2.warn.palfx.mul = 256, 128, 128 p2.warn.palfx.sinmul = 0, 128, 128, 5 p2.warn.offset = 93, 0 p2.warn.layerno = 1 p2.warn.scale = 2,2 p2.range.x = 105, 5 [Simul Stunbar] [Simul_3P Stunbar] [Simul_4P Stunbar] ;Disabled in these modes [Tag Stunbar] ;Player 1 p1.pos = 123, 3 p1.top.spr = 96, 0 p1.top.layerno = 0 p1.bg1.spr = 95, 0 p1.bg1.offset = -4, 4 p1.bg1.layerno = 0 p1.front.spr = 97, 0 p1.front.offset = -3, 3 p1.front.layerno = 0 p1.warn.range = 0, 0 p1.warn.spr = 98, 0 p1.warn.palfx.sinadd = 128, 128, 128, 5 p1.warn.palfx.mul = 256, 128, 128 p1.warn.palfx.sinmul = 0, 128, 128, 5 p1.warn.offset = -15, 0 p1.warn.layerno = 1 p1.warn.scale = 2,2 p1.range.x = -103, -3 ;Player 2 p2.pos = 1157, 3 p2.top.spr = 96, 0 p2.top.layerno = 0 p2.top.facing = -1 p2.bg1.spr = 95, 0 p2.bg1.offset = 4, 4 p2.bg1.layerno = 0 p2.bg1.facing = -1 p2.front.spr = 97, 0 p2.front.offset = 4, 3 p2.front.layerno = 0 p2.front.facing = -1 p2.warn.range = 0, 0 p2.warn.spr = 98, 0 p2.warn.palfx.sinadd = 128, 128, 128, 5 p2.warn.palfx.mul = 256, 128, 128 p2.warn.palfx.sinmul = 0, 128, 128, 5 p2.warn.offset = 93, 0 p2.warn.layerno = 1 p2.warn.scale = 2,2 p2.range.x = 105, 5 [Tag_3P Stunbar] ;Player 1 p1.pos = 123, 3 p1.top.spr = 96, 0 p1.top.layerno = 0 p1.bg1.spr = 95, 0 p1.bg1.offset = -4, 4 p1.bg1.layerno = 0 p1.front.spr = 97, 0 p1.front.offset = -3, 3 p1.front.layerno = 0 p1.warn.range = 0, 0 p1.warn.spr = 98, 0 p1.warn.palfx.sinadd = 128, 128, 128, 5 p1.warn.palfx.mul = 256, 128, 128 p1.warn.palfx.sinmul = 0, 128, 128, 5 p1.warn.offset = -15, 0 p1.warn.layerno = 1 p1.warn.scale = 2,2 p1.range.x = -103, -3 ;Player 2 p2.pos = 1157, 3 p2.top.spr = 96, 0 p2.top.layerno = 0 p2.top.facing = -1 p2.bg1.spr = 95, 0 p2.bg1.offset = 4, 4 p2.bg1.layerno = 0 p2.bg1.facing = -1 p2.front.spr = 97, 0 p2.front.offset = 4, 3 p2.front.layerno = 0 p2.front.facing = -1 p2.warn.range = 0, 0 p2.warn.spr = 98, 0 p2.warn.palfx.sinadd = 128, 128, 128, 5 p2.warn.palfx.mul = 256, 128, 128 p2.warn.palfx.sinmul = 0, 128, 128, 5 p2.warn.offset = 93, 0 p2.warn.layerno = 1 p2.warn.scale = 2,2 p2.range.x = 105, 5 [Tag_4P Stunbar] ;Player 1 p1.pos = 123, 3 p1.top.spr = 96, 0 p1.top.layerno = 0 p1.bg1.spr = 95, 0 p1.bg1.offset = -4, 4 p1.bg1.layerno = 0 p1.front.spr = 97, 0 p1.front.offset = -3, 3 p1.front.layerno = 0 p1.warn.range = 0, 0 p1.warn.spr = 98, 0 p1.warn.palfx.sinadd = 128, 128, 128, 5 p1.warn.palfx.mul = 256, 128, 128 p1.warn.palfx.sinmul = 0, 128, 128, 5 p1.warn.offset = -15, 0 p1.warn.layerno = 1 p1.warn.scale = 2,2 p1.range.x = -103, -3 ;Player 2 p2.pos = 1157, 3 p2.top.spr = 96, 0 p2.top.layerno = 0 p2.top.facing = -1 p2.bg1.spr = 95, 0 p2.bg1.offset = 4, 4 p2.bg1.layerno = 0 p2.bg1.facing = -1 p2.front.spr = 97, 0 p2.front.offset = 4, 3 p2.front.layerno = 0 p2.front.facing = -1 p2.warn.range = 0, 0 p2.warn.spr = 98, 0 p2.warn.palfx.sinadd = 128, 128, 128, 5 p2.warn.palfx.mul = 256, 128, 128 p2.warn.palfx.sinmul = 0, 128, 128, 5 p2.warn.offset = 93, 0 p2.warn.layerno = 1 p2.warn.scale = 2,2 p2.range.x = 105, 5 ;----------------------------------------------------------- [Face] ;Player 1 p1.pos = 20,20 p1.bg0.spr = 50,0 p1.bg1.spr = 51,0 p1.face.spr = 9000,0 p1.face.facing = 1 p1.face.offset = 0,0 ;Player 2 p2.pos = 1260,20 p2.bg0.spr = 50,0 p2.bg0.facing = -1 p2.bg1.spr = 51,0 p2.bg1.facing = -1 p2.face.spr = 9000,0 p2.face.facing = -1 p2.face.offset = 0,0 [Simul Face] ;Player 1 p1.pos = 20,20 p1.bg0.spr = 50,0 p1.bg1.spr = 51,0 p1.face.spr = 9000,0 p1.face.facing = 1 p1.face.offset = 0,0 ;Player 2 p2.pos = 1260,20 p2.bg0.spr = 50,0 p2.bg0.facing = -1 p2.bg1.spr = 51,0 p2.bg1.facing = -1 p2.face.spr = 9000,0 p2.face.facing = -1 p2.face.offset = 0,0 ;Player 3 p3.pos = 144,84 p3.bg0.spr = 70,0 p3.bg1.spr = 71 p3.face.spr = 9000,0 p3.face.scale = 0.35,0.35 p3.face.facing = 1 ;Player 4 p4.pos = 1136,84 p4.bg0.spr = 70,0 p4.bg0.facing = -1 p4.bg1.spr = 71,0 p4.bg1.facing = -1 p4.face.spr = 9000,0 p4.face.scale = 0.35,0.35 p4.face.facing = -1 ;Player 5 p5.pos = 194,84 p5.bg0.spr = 70,0 p5.bg1.spr = 71,0 p5.face.spr = 9000,0 p5.face.scale = 0.35,0.35 p5.face.facing = 1 ;Player 6 p6.pos = 1086,84 p6.bg0.spr = 70,0 p6.bg0.facing = -1 p6.bg1.spr = 71,0 p6.bg1.facing = -1 p6.face.spr = 9000,0 p6.face.scale = 0.35,0.35 p6.face.facing = -1 ;Player 7 p7.pos = 244,84 p7.bg0.spr = 70,0 p7.bg1.spr = 71,0 p7.face.spr = 9000,0 p7.face.scale = 0.35,0.35 p7.face.facing = 1 ;Player 8 p8.pos = 1036,84 p8.bg0.spr = 70,0 p8.bg0.facing = -1 p8.bg1.spr = 71,0 p8.bg1.facing = -1 p8.face.spr = 9000,0 p8.face.scale = 0.35,0.35 p8.face.facing = -1 [Tag Face] ;Player 1 p1.pos = 20,20 p1.bg0.spr = 50,0 p1.bg1.spr = 51,0 p1.face.spr = 9000,0 p1.face.facing = 1 ;Player 2 p2.pos = 1260,20 p2.bg0.spr = 50,0 p2.bg0.facing = -1 p2.bg1.spr = 51,0 p2.bg1.facing = -1 p2.face.spr = 9000,0 p2.face.facing = -1 ;Player 3 p3.pos = 144,84 p3.bg0.spr = 70,0 p3.bg1.spr = 71,0 p3.ko.spr = 72,0 p3.face.spr = 9000,0 p3.face.scale = 0.35,0.35 p3.face.facing = 1 ;Player 4 p4.pos = 1136,84 p4.bg0.spr = 70,0 p4.bg0.facing = -1 p4.bg1.spr = 71,0 p4.bg1.facing = -1 p4.ko.spr = 72,0 p4.ko.facing = -1 p4.face.spr = 9000,0 p4.face.scale = 0.35,0.35 p4.face.facing = -1 ;Player 5 p5.pos = 194,84 p5.bg0.spr = 70,0 p5.bg1.spr = 71,0 p5.ko.spr = 72,0 p5.face.spr = 9000,0 p5.face.scale = 0.35,0.35 p5.face.facing = 1 ;Player 6 p6.pos = 1086,84 p6.bg0.spr = 70,0 p6.bg0.facing = -1 p6.bg1.spr = 71,0 p6.bg1.facing = -1 p6.ko.spr = 72,0 p6.ko.facing = -1 p6.face.spr = 9000,0 p6.face.scale = 0.35,0.35 p6.face.facing = -1 ;Player 7 p7.pos = 244,84 p7.bg0.spr = 70,0 p7.bg1.spr = 71,0 p7.ko.spr = 72,0 p7.face.spr = 9000,0 p7.face.scale = 0.35,0.35 p7.face.facing = 1 ;Player 8 p8.pos = 1036,84 p8.bg0.spr = 70,0 p8.bg0.facing = -1 p8.bg1.spr = 71,0 p8.bg1.facing = -1 p8.ko.spr = 72,0 p8.ko.facing = -1 p8.face.spr = 9000,0 p8.face.scale = 0.35,0.35 p8.face.facing = -1 [Turns Face] ;Player 1 p1.pos = 20,20 p1.bg0.spr = 50,0 p1.bg1.spr = 51,0 p1.face.spr = 9000,0 p1.face.facing = 1 ;Player 1's teammates p1.teammate.pos = 144,84 p1.teammate.spacing = 50,0 p1.teammate.bg0.spr = 70,0 p1.teammate.bg1.spr = 71,0 p1.teammate.ko.spr = 72,0 p1.teammate.face.spr = 9000,0 p1.teammate.face.scale = 0.35,0.35 p1.teammate.face.facing = 1 ;Player 2 p2.pos = 1260,20 p2.bg0.spr = 50,0 p2.bg0.facing = -1 p2.bg1.spr = 51,0 p2.bg1.facing = -1 p2.face.spr = 9000,0 p2.face.facing = -1 ;Player 2's teammates p2.teammate.pos = 1136,84 p2.teammate.spacing = -50,0 p2.teammate.bg0.spr = 70,0 p2.teammate.bg0.facing = -1 p2.teammate.bg1.spr = 71,0 p2.teammate.bg1.facing = -1 p2.teammate.ko.spr = 72,0 p2.teammate.ko.facing = -1 p2.teammate.face.spr = 9000,0 p2.teammate.face.scale = 0.35,0.35 p2.teammate.face.facing = -1 ;----------------------------------------------------------- [Name] ;Player 1 p1.pos = 13,145 p1.name.scale = 1,1 ;p1.bg. = p1.name.font = 3,0, 1 ;Player 2 p2.name.scale = 1,1 p2.pos = 1267,145 ;p2.bg. = p2.name.font = 3,0, -1 [Simul Name] leaderontop = 1 ; This allows the names to render from top to bottom. ;Player 1 p1.pos = 13,145 ;p1.bg. = p1.name.font = 3,0, 1 ;Player 2 p2.pos = 1267,145 ;p2.bg. = p2.name.font = 3,0, -1 ;Player 3 p3.pos = 28,165 ;p3.bg. = p3.name.font = 3,0, 1 p3.name.scale = 1,1 p3.name.palfx.mul = 178, 178, 178 ;Player 4 p4.pos = 1252,165 ;p4.bg. = p4.name.font = 3,0, -1 p4.name.scale = 1,1 p4.name.palfx.mul = 178, 178, 178 [Simul_3P Name] leaderontop = 1 ;Player 1 p1.pos = 13,145 ;p1.bg. = p1.name.font = 3,0, 1 p1.name.layerno = 0 ;Player 2 p2.pos = 1267,145 ;p2.bg. = p2.name.font = 3,0, -1 ;Player 3 p3.pos = 28, 160 ;p3.bg. = p3.name.font = 3,0, 1 p3.name.scale = 0.8,0.8 p3.name.palfx.mul = 178, 178, 178 p3.name.layerno = 0 ;Player 4 p4.pos = 1252, 160 ;p4.bg. = p4.name.font = 3,0, -1 p4.name.scale = 0.8,0.8 p4.name.palfx.mul = 178, 178, 178 ;Player 5 p5.pos = 43,175 ;p5.bg. = p5.name.font = 3,0, 1 p5.name.scale = 0.8,0.8 p5.name.palfx.mul = 178, 178, 178 ;Player 6 p6.pos = 1237,175 ;p6.bg. = p6.name.font = 3,0, -1 p6.name.scale = 0.8,0.8 p6.name.palfx.mul = 178, 178, 178 [Simul_4P Name] leaderontop = 1 ;Player 1 p1.pos = 13,145 ;p1.bg. = p1.name.font = 3,0, 1 p1.name.layerno = 0 ;Player 2 p2.pos = 1267,145 ;p2.bg. = p2.name.font = 3,0, -1 ;Player 3 p3.pos = 28,158 ;p3.bg. = p3.name.font = 3,0, 1 p3.name.scale = 0.8,0.8 p3.name.palfx.mul = 178, 178, 178 ;Player 4 p4.pos = 1252,158 ;p4.bg. = p4.name.font = 3,0, -1 p4.name.scale = 0.8,0.8 p4.name.palfx.mul = 178, 178, 178 ;Player 5 p5.pos = 43,171 ;p5.bg. = p5.name.font = 3,0, 1 p5.name.scale = 0.8,0.8 p5.name.palfx.mul = 178, 178, 178 ;Player 6 p6.pos = 1237,171 ;p6.bg. = p6.name.font = 3,0, -1 p6.name.scale = 0.8,0.8 p6.name.palfx.mul = 178, 178, 178 ;Player 7 p7.pos = 58,184 ;p7.bg. = p7.name.font = 3,0, 1 p7.name.scale = 0.8,0.8 p7.name.palfx.mul = 178, 178, 178 ;Player 8 p8.pos = 1222,184 ;p8.bg. = p8.name.font = 3,0, -1 p8.name.scale = 0.8,0.8 p8.name.palfx.mul = 178, 178, 178 [Tag Name] leaderontop = 1 ;Player 1 p1.pos = 13,145 ;p1.bg. = p1.name.font = 3,0, 1 ;Player 2 p2.pos = 1267,145 ;p2.bg. = p2.name.font = 3,0, -1 ;Player 3 p3.pos = 28,165 ;p3.bg. = p3.name.font = 3,0, 1 p3.name.scale = 1,1 p3.name.palfx.mul = 178, 178, 178 ;Player 4 p4.pos = 1252,165 ;p4.bg. = p4.name.font = 3,0, -1 p4.name.scale = 1,1 p4.name.palfx.mul = 178, 178, 178 [Tag_3P Name] leaderontop = 1 ;Player 1 p1.pos = 13,145 ;p1.bg. = p1.name.font = 3,0, 1 p1.name.layerno = 0 ;Player 2 p2.pos = 1267,145 ;p2.bg. = p2.name.font = 3,0, -1 ;Player 3 p3.pos = 28, 160 ;p3.bg. = p3.name.font = 3,0, 1 p3.name.scale = 0.8,0.8 p3.name.palfx.mul = 178, 178, 178 ;Player 4 p4.pos = 1252, 160 ;p4.bg. = p4.name.font = 3,0, -1 p4.name.scale = 0.8,0.8 p4.name.palfx.mul = 178, 178, 178 ;Player 5 p5.pos = 43,175 ;p5.bg. = p5.name.font = 3,0, 1 p5.name.scale = 0.8,0.8 p5.name.palfx.mul = 178, 178, 178 ;Player 6 p6.pos = 1237,175 ;p6.bg. = p6.name.font = 3,0, -1 p6.name.scale = 0.8,0.8 p6.name.palfx.mul = 178, 178, 178 [Tag_4p Name] leaderontop = 1 ;Player 1 p1.pos = 13,145 ;p1.bg. = p1.name.font = 3,0, 1 p1.name.layerno = 0 ;Player 2 p2.pos = 1267,145 ;p2.bg. = p2.name.font = 3,0, -1 ;Player 3 p3.pos = 28,158 ;p3.bg. = p3.name.font = 3,0, 1 p3.name.scale = 0.8,0.8 p3.name.palfx.mul = 178, 178, 178 ;Player 4 p4.pos = 1252,158 ;p4.bg. = p4.name.font = 3,0, -1 p4.name.scale = 0.8,0.8 p4.name.palfx.mul = 178, 178, 178 ;Player 5 p5.pos = 43,171 ;p5.bg. = p5.name.font = 3,0, 1 p5.name.scale = 0.8,0.8 p5.name.palfx.mul = 178, 178, 178 ;Player 6 p6.pos = 1237,171 ;p6.bg. = p6.name.font = 3,0, -1 p6.name.scale = 0.8,0.8 p6.name.palfx.mul = 178, 178, 178 ;Player 7 p7.pos = 58,184 ;p7.bg. = p7.name.font = 3,0, 1 p7.name.scale = 0.8,0.8 p7.name.palfx.mul = 178, 178, 178 ;Player 8 p8.pos = 1222,184 ;p8.bg. = p8.name.font = 3,0, -1 p8.name.scale = 0.8,0.8 p8.name.palfx.mul = 178, 178, 178 [Turns Name] ;Player 1 p1.pos = 13,145 ;p1.bg. = p1.name.font = 3,3, 1 ;Player 2 p2.pos = 1267,145 ;p2.bg. = p2.name.font = 3,1, -1 ;Player 1 Teammates p1.teammate.pos = 28,160 p1.teammate.spacing = 15, 15 ;p1.teammate.bg. = p1.teammate.name.font = 3,3, 1 p1.teammate.name.scale = 0.8, 0.8 p1.teammate.name.palfx.mul = 178, 178, 178 ;Player 2 Teammates p2.teammate.pos = 1252,160 p2.teammate.spacing = -15, 15 ;p2.teammate.bg. = p2.teammate.name.font = 3,1, -1 p2.teammate.name.scale = 0.8, 0.8 p2.teammate.name.palfx.mul = 178, 178, 178 p*.teammate.ko.hide = 1 ;----------------------------------------------------------- [Time] pos = 640,105 ; Uncomment the following line to use a bg component ;bg.spr = ; Time count display counter.offset = 0,30 counter.font = 2,0, 0 counter.scale = 2, 2 counter.palfx.mul = 256, 0, 0 ; Ticks for each count framespercount = 60 counter1.scale = 2, 2 counter1.offset = 0, 30 counter1.font = 2, 0, 0 counter1.palfx.mul = 256, 128, 128 counter1.palfx.sinmul = 0, 128, 128, 20 counter1.layerno = 0 counter10.font = 2, 0, 0 counter10.offset = 0, 0 counter10.scale = 1, 1 counter10.palfx.mul = 256, 128, 128 counter10.palfx.sinmul = 0, 128, 128, 20 counter10.layerno = 0 counter11.offset = 0, 0 counter11.font = 2, 0, 0, 255, 255, 255 counter11.scale = 1, 1 ;counter11.palfx.mul = 256, 128, 128 counter11.layerno = 0 ;counter11.palfx.sinmul = 0, 128, 128, 20 ;----------------------------------------------------------- [Combo] team1.pos = 130,260 ;Coords to show team1.start.x = -240 ;Starting x-coords team1.counter.layerno = 2 team1.counter.font = 6,0,0 team1.counter10.font = 6,0,0 team1.counter10.palfx.mul = 255, 217, 179 team1.counter20.font = 6,0,0 team1.counter20.palfx.mul = 255, 153, 51 team1.counter30.font = 6,0,0 team1.counter30.palfx.mul = 255, 255, 77 team1.counter40.font = 6,0,0 team1.counter40.palfx.mul = 102, 255, 51 team1.counter50.font = 6,0,0 team1.counter50.palfx.mul = 51, 255, 214 team1.counter60.font = 6,0,0 team1.counter60.palfx.mul = 0, 153, 255 team1.counter70.font = 6,0,0 team1.counter70.palfx.mul = 204, 51, 255 team1.counter80.font = 6,0,0 team1.counter80.palfx.mul = 255, 26, 117 team1.counter90.font = 6,0,0 team1.counter90.palfx.mul = 255, 26, 26 team1.counter100.font = 6,0,0 team1.counter100.palfx.mul = 255, 26, 26 team1.counter100.palfx.sinmul = 90, 90, 90, 15 team1.counter.shake = 1 ;Set to 1 to shake count on hit team1.counter.shake.time = 20 team1.counter.shake.freq = 90 team1.counter.shake.ampl = 5 team1.counter.shake.scale = 1.3 team1.counter.shake.decay = 1 team1.counter.shake.dir = 90 team1.counter.shake.diradd = 0 team1.text.shake.time = 20 team1.text.shake.freq = 90 team1.text.shake.ampl = 10 team1.text.shake.scale = 1 team1.text.shake.decay = 1 team1.text.shake.dir = 90 team1.text.layerno = 2 ; (text format %i = combo count, %d = combo damage, %p = combo damage percentage) team1.text.text = "HITS!\n%p%" ;You can use %i to show count in the text, eg "%i Hit!" ; ( %d d for damage, %p% for hit) team1.text.font = 7,0,0 team1.text.offset = 6,42 ;Offset of text team1.text10.text = "HITS!!\n%p%" ;By inputting a number next to text, You can change certain elements of the combo text when a combo reaches a certain point. team1.text10.font = 7,0,0 team1.text10.offset = 6,42 team1.text20.text = "HITS!!!\n%p%" team1.text20.font = 7,0,0 team1.text20.offset = 6,42 team1.text30.text = "HITS!!!!\n%p%" team1.text30.font = 7,0,0 team1.text30.offset = 6,42 team1.text40.text = "HITS!!!!!\n%p%" team1.text40.font = 7,0,0 team1.text40.offset = 6,42 team1.text50.text = "HITS!!!!!!\n%p%" team1.text50.font = 7,0,0 team1.text50.offset = 6,42 team1.text60.text = "HITS!!!!!!!\n%p%" team1.text60.font = 7,0,0 team1.text60.offset = 6,42 team1.text70.text = "HITS!!!!!!!!\n%p%" team1.text70.font = 7,0,0 team1.text70.offset = 6,42 team1.text80.text = "HITS!!!!!!!!!\n%p%" team1.text80.font = 7,0,0 team1.text80.offset = 6,42 team1.text90.text = "HITS!!!!!!!!!!\n%p%" team1.text90.font = 7,0,0 team1.text90.offset = 6,42 team1.text100.text = "HITS!!!!!!!!!!!\n%p%" team1.text100.font = 7,0,0 team1.text100.offset = 6,42 team1.text100.palfx.mul = 256, 256, 256 team1.text100.palfx.sinmul = 90, 90, 90, 15 team1.displaytime = 90 ;Time to show text team1.showspeed = 8 ; text showing up speed (1 = instant) team1.hidespeed = 4 ; text hiding speed (the larger value, the faster speed) team1.autoalign = 0 team2.pos = 1150,260 ;Coords to show team2.start.x = 1520 ;Starting x-coords team2.counter.layerno = 2 team2.counter.font = 6,0,0 team2.counter10.font = 6,0,0 team2.counter10.palfx.mul = 255, 217, 179 team2.counter20.font = 6,0,0 team2.counter20.palfx.mul = 255, 153, 51 team2.counter30.font = 6,0,0 team2.counter30.palfx.mul = 255, 255, 77 team2.counter40.font = 6,0,0 team2.counter40.palfx.mul = 102, 255, 51 team2.counter50.font = 6,0,0 team2.counter50.palfx.mul = 51, 255, 214 team2.counter60.font = 6,0,0 team2.counter60.palfx.mul = 0, 153, 255 team2.counter70.font = 6,0,0 team2.counter70.palfx.mul = 204, 51, 255 team2.counter80.font = 6,0,0 team2.counter80.palfx.mul = 255, 26, 117 team2.counter90.font = 6,0,0 team2.counter90.palfx.mul = 255, 26, 26 team2.counter100.font = 6,0,0 team2.counter100.palfx.mul = 255, 26, 26 team2.counter100.palfx.sinmul = 90, 90, 90, 15 team2.counter.shake = 1 ;Set to 1 to shake count on hit team2.counter.shake.time = 20 team2.counter.shake.freq = 90 team2.counter.shake.ampl = 5 team2.counter.shake.scale = 1.3 team2.counter.shake.decay = 1 team2.counter.shake.dir = 90 team2.counter.shake.diradd = 0 team2.text.shake.time = 20 team2.text.shake.freq = 90 team2.text.shake.ampl = 10 team2.text.shake.scale = 1 team2.text.shake.decay = 1 team2.text.shake.dir = 90 team2.text.layerno = 2 ;(text format %i = combo count, %d = combo damage, %p = combo damage percentage) team2.text.text = "HITS!\n%p%" ;You can use %i to show count in the text, eg "%i Hit!" team2.text.font = 7,0,0 team2.text.offset = 6,42 ;Offset of text team2.text10.text = "HITS!!\n%p%" ;By inputting a number next to text, You can change certain elements of the combo text when a combo reaches a certain point. team2.text10.font = 7,0,0 team2.text10.offset = 6,42 team2.text20.text = "HITS!!!\n%p%" team2.text20.font = 7,0,0 team2.text20.offset = 6,42 team2.text30.text = "HITS!!!!\n%p%" team2.text30.font = 7,0,0 team2.text30.offset = 6,42 team2.text40.text = "HITS!!!!!\n%p%" team2.text40.font = 7,0,0 team2.text40.offset = 6,42 team2.text50.text = "HITS!!!!!!\n%p%" team2.text50.font = 7,0,0 team2.text50.offset = 6,42 team2.text60.text = "HITS!!!!!!!\n%p%" team2.text60.font = 7,0,0 team2.text60.offset = 6,42 team2.text70.text = "HITS!!!!!!!!\n%p%" team2.text70.font = 7,0,0 team2.text70.offset = 6,42 team2.text80.text = "HITS!!!!!!!!!\n%p%" team2.text80.font = 7,0,0 team2.text80.offset = 6,42 team2.text90.text = "HITS!!!!!!!!!!\n%p%" team2.text90.font = 7,0,0 team2.text90.offset = 6,42 team2.text100.text = "HITS!!!!!!!!!!!\n%p%" team2.text100.font = 7,0,0 team2.text100.offset = 6,42 team2.text100.palfx.mul = 256, 256, 256 team2.text100.palfx.sinmul = 90, 90, 90, 15 team2.displaytime = 90 ;Time to show text team2.showspeed = 8 ;text showing up speed (1 = instant) team2.hidespeed = 4 ;text hiding speed (the larger value, the faster speed) team2.autoalign = 0 ; (format combo damage percentage presentation) format.decimal.places = 0 format.decimal.separator = . ;----------------------------------------------------------- [Action] team1.pos = 30,377 ;Coords to show team1.max = 8 ;Maximum simultaneous messages team1.spacing = 0,32 ;Spacing between messages team1.start.x = -240 ;Starting x-coords team1.bg.layerno = 2 team1.bg.offset = 75,0 team1.bg.anim = 400 team1.bg.scale = 1.0,1.0 team1.bg.spr = team1.front.layerno = 2 team1.front.offset = 75,0 team1.front.scale = 1.0,1.0 team1.text.layerno = 2 team1.text.font = 5,0,0 team1.text.offset = 80,20 ;Offset of text team1.text.scale = 0.85,0.95 team1.displaytime = 60 ;Time to show message team1.showspeed = 2 ;Message showing up speed (1 = instant) team1.hidespeed = 8 ;Message hiding speed (the larger value, the faster speed) team2.pos = 1250,377 team2.max = 8 team2.spacing = 0,32 team2.start.x = 1520 team2.bg.layerno = 2 team2.bg.offset = -75,0 team2.bg.anim = 400 team2.bg.scale = 1.0,1.0 team2.bg.spr = team2.front.layerno = 2 team2.front.offset = -75,0 team2.front.scale = 1.0,1\\ team2.text.layerno = 2 team2.text.font = 5,0,0 team2.text.offset = -80,20 team2.text.scale = 0.85,0.95 team2.displaytime = 60 team2.showspeed = 2 team2.hidespeed = 8 [Begin Action 400] 400,0, 0,0, -1, , AS80D128 ;----------------------------------------------------------- [Round] match.wins = 2 ;Rounds needed to win a match (Depreciated, this setting can be configured in in-game options) match.maxdrawgames = 1 ;Max number of drawgames allowed (-1 for infinite) 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 = 680, 380 ;Offset for anim round.default.offset = 630, 480 ; 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.text = "R %i" ;round.default.anim = 500 round.default.font = 9,0,0 round.default.displaytime = 55 round.default.scale = 1,1 round.default.snd = 0, 11 ; Sounds to play for each round (optional, specify up to round 9) round1.snd = 0,1 round2.snd = 0,2 round3.snd = 0,3 round4.snd = 0,4 round5.snd = 0,5 round6.snd = 0,6 round7.snd = 0,7 round8.snd = 0,8 round9.snd = 0,9 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 = 640, 380 ;round1.anim = 501 round2.offset = 640, 380 ;round2.anim = 502 round3.offset = 640, 380 ;round3.anim = 503 round4.offset = 640, 380 ;round4.anim = 504 round5.offset = 640, 380 ;round5.anim = 505 round6.offset = 640, 380 ;round6.anim = 506 round7.offset = 640, 380 ;round7.anim = 507 round8.offset = 640, 380 ;round8.anim = 508 round9.offset = 640, 380 ;round9.anim = 509 round.single.offset = 640, 480 round.single.font = 9, 0, 0 round.single.text = "G r" round.single.displaytime = 55 round.single.scale = 1, 1 round.single.snd = 0, 11 round.final.offset = 640, 480 round.final.font = 9, 0, 0 round.final.text = "F R" round.final.text = " " ;round.final.anim = 510 ;round.final.bg0.anim = 511 ;round.final.bg0.offset = 640, 380 round.final.displaytime = 55 round.final.scale = 1, 1 round.final.snd = 0, 10 ; FIGHT fight.time = 0 ;Time to show FIGHT component fight.offset = 640, 400 ;Component for FIGHT display fight.anim = 520 fight.bg1.offset = 640, 400 fight.bg1.anim = 521 fight.bg2.offset = 640, 400 fight.bg2.anim = 522 fight.bg3.offset = 640, 400 fight.bg3.anim = 523 fight.snd = 1,0 ;Sound to play fight.sndtime = 5 ;Time to play sound callfight.time = 60 ;Time to wait before starting fight ctrl.time = 50 ;Time players get control after starting fight ; KO KO.time = 0 ;Time to show KO component KO.offset = 540, 400 ;Component for KO display KO.anim = 529 ;Dummy Animation to let bg play out KO.bg0.anim = 533 KO.bg0.offset = 830, 400 KO.bg1.anim = 532 KO.bg1.offset = 430, 400 KO.bg2.anim = 531 KO.bg2.offset = 830, 400 KO.bg3.anim = 530 KO.bg3.offset = 430, 400 KO.snd = 2,0 ;Sound to play for KO announcement ; Double KO DKO.offset = 640, 400 DKO.anim = 534 ;Dummy animation to let bg play out DKO.bg0.anim = 535 DKO.bg0.offset = 640, 400 DKO.bg1.anim = 536 DKO.bg1.offset = 640, 400 DKO.displaytime = 120 DKO.snd = 2,1 ; Time Over TO.offset = 640, 400 TO.anim = 540 TO.bg1.anim = 541 TO.bg1.offset = 640, 400 TO.displaytime = 70 TO.snd = 2,2 KO.sndtime = 0 ;Time to play sound for KO, DKO and TO. slow.time = 60 ;Total KO slowdown length (in ticks) slow.fadetime = 45 ;KO slowdown fade length (default: 75% of slow.time) slow.speed = 0.25 ;KO slowdown game speed adjustment (default: 0.25) over.hittime = 10 ;Time after KO that players can still damage each other (for double KO) over.waittime = 45 ;Time to wait after KO before player control is stopped over.wintime = 45 ;Time to wait before players change to win states over.forcewintime = 900 ;Time to wait before forcing win states if any player is frozen over.time = 300 ;Time to wait before round ends ; Win text win.time = 60 ;Time to wait before showing win/draw message p1.win.offset = 80, 705 p1.win.bg1.anim = 580 p1.win.bg1.offset = 540, 610 p1.win.bg0.anim = 586 p1.win.bg0.offset = 640, 690 p1.win.font = 1,0,1 p1.win.text = "%s" p1.win.displaytime = 180 p1.win.snd = 2,3 p2.win.offset = 1200, 705 p2.win.bg1.anim = 581 p2.win.bg1.offset = 740, 610 p2.win.bg0.anim = 586 p2.win.bg0.offset = 640, 690 p2.win.font = 1,0,-1 p2.win.text = "%s" p2.win.displaytime = 180 p2.win.snd = 2,3 ; 2-player win text p1.win2.offset = 80, 705 p1.win2.bg1.anim = 580 p1.win2.bg1.offset = 540, 610 p1.win2.bg0.anim = 586 p1.win2.bg0.offset = 640, 690 p1.win2.font = 1,0,1 p1.win2.text = "%s and %s" p1.win2.displaytime = 180 p1.win2.snd = 2,3 p2.win2.offset = 1200, 705 p2.win2.bg1.anim = 581 p2.win2.bg1.offset = 740, 610 p2.win2.bg0.anim = 586 p2.win2.bg0.offset = 640, 690 p2.win2.font = 1,0,-1 p2.win2.text = "%s and %s" p2.win2.displaytime = 180 p2.win2.snd = 2,3 ; 3-player win text p1.win3.offset = 80, 705 p1.win3.bg1.anim = 580 p1.win3.bg1.offset = 540, 610 p1.win3.bg0.anim = 586 p1.win3.bg0.offset = 640, 690 p1.win3.font = 1,0,1 p1.win3.text = "Team %s" p1.win3.displaytime = 180 p1.win3.snd = 2,3 p2.win3.offset = 1200, 705 p2.win3.bg1.anim = 581 p2.win3.bg1.offset = 740, 610 p2.win3.bg0.anim = 586 p2.win3.bg0.offset = 640, 690 p2.win3.font = 1,0,-1 p2.win3.text = "Team %s" p2.win3.displaytime = 180 p2.win3.snd = 2,3 ; 4-player win text p1.win4.offset = 80, 705 p1.win4.bg1.anim = 580 p1.win4.bg1.offset = 540, 610 p1.win4.bg0.anim = 586 p1.win4.bg0.offset = 640, 690 p1.win4.font = 1,0,1 p1.win4.text = "Team %s" p1.win4.displaytime = 180 p1.win4.snd = 2,3 p2.win4.offset = 1200, 705 p2.win4.bg1.anim = 581 p2.win4.bg1.offset = 740, 610 p2.win4.bg0.anim = 586 p2.win4.bg0.offset = 640, 690 p2.win4.font = 1,0,-1 p2.win4.text = "Team %s" p2.win4.displaytime = 180 p2.win4.snd = 2,3 ; AI Win ai.win.displaytime = 170 ai.win.offset = 640, 610 ai.win.font = 4,0 ai.win.scale = 1, 1 ai.win.anim = 583 ai.win.snd = 2,4 ai.win2.displaytime = 170 ai.win2.offset = 640, 610 ai.win2.font = 4,0 ai.win2.scale = 1, 1 ai.win2.anim = 583 ai.win2.snd = 2,4 ai.win3.displaytime = 170 ai.win3.offset = 640, 610 ai.win3.font = 4,0 ai.win3.scale = 1, 1 ai.win3.anim = 583 ai.win3.snd = 2,4 ai.win4.displaytime = 170 ai.win4.offset = 640, 610 ai.win4.font = 4,0 ai.win4.scale = 1, 1 ai.win4.anim = 583 ai.win4.snd = 2,4 ; AI Lose ai.lose.displaytime = 170 ai.lose.offset = 640, 610 ai.lose.font = 4,0 ai.lose.scale = 1, 1 ai.lose.anim = 582 ai.lose.snd = 2,3 ai.lose2.displaytime = 170 ai.lose2.offset = 640, 610 ai.lose2.font = 4,0 ai.lose2.scale = 1, 1 ai.lose2.anim = 582 ai.lose2.snd = 2,3 ai.lose3.displaytime = 170 ai.lose3.offset = 640, 610 ai.lose3.font = 4,0 ai.lose3.scale = 1, 1 ai.lose3.anim = 582 ai.lose3.snd = 2,3 ai.lose4.displaytime = 170 ai.lose4.offset = 640, 610 ai.lose4.font = 4,0 ai.lose4.scale = 1, 1 ai.lose4.anim = 582 ai.lose4.snd = 2,3 ; Draw text draw.offset = 640, 400 draw.anim = 544 draw.bg0.anim = 545 draw.bg0.offset = 640, 400 draw.bg1.anim = 546 draw.bg1.offset = 640, 400 draw.displaytime = 80 draw.snd = 2,5 ; Perfect text p1.perfect.pos = 640, 380 p1.perfect.bg.anim = 550 p1.perfect.bg.layerno = 1 p1.perfect.time = 86 p1.perfect.displaytime = 125 p1.perfect.snd = 2, 6 p1.perfect.sndtime = 125 p2.perfect.pos = 640, 380 p2.perfect.bg.anim = 550 p2.perfect.bg.layerno = 1 p2.perfect.time = 86 p2.perfect.displaytime = 125 p2.perfect.snd = 2, 6 p2.perfect.sndtime = 125 p1.clutch.pos = 640, 380 p1.clutch.bg.anim = 551 p1.clutch.bg.layerno = 1 p1.clutch.time = 125 p1.clutch.displaytime = 110 p1.clutch.snd = 2, 7 p1.clutch.sndtime = 125 p2.clutch.pos = 640, 380 p2.clutch.bg.anim = 551 p2.clutch.bg.layerno = 1 p2.clutch.time = 125 p2.clutch.displaytime = 110 p2.clutch.snd = 2, 7 p2.clutch.sndtime = 125 ; Fade fadein.time = 30 ;round start fade time (default: 30) fadein.col = 0, 0, 0 ;round start fade color (default: 0,0,0) fadeout.time = 30 ;round end fade time (default: 30, extends over.time if fadeout.time is longer) fadeout.col = 0, 0, 0 ;round end fade color (default: 0,0,0) shutter.time = 15 ;skip intro fade time (default: 15, whole anim is twice as long) shutter.col = 0, 0, 0 ;skip intro fade color (default: 0,0,0) ; Animations ; ROUND [Begin Action 500] Interpolate Offset 500,0, -1200,0, 10 Interpolate Offset 500,0, -200,0, 45 Interpolate Offset 500,0, -150,0, 10 Interpolate Offset 500,0, 1000,0, 1 ; 1 [Begin Action 501] Interpolate Offset 500,1, 1000,0, 10 Interpolate Offset 500,1, 200,0, 45 Interpolate Offset 500,1, 150,0, 10 Interpolate Offset 500,1, -1000,0, 1 ; 2 [Begin Action 502] Interpolate Offset 500,2, 1000,0, 10 Interpolate Offset 500,2, 200,0, 45 Interpolate Offset 500,2, 150,0, 10 Interpolate Offset 500,2, -1000,0, 1 ; 3 [Begin Action 503] Interpolate Offset 500,3, 1000,0, 10 Interpolate Offset 500,3, 200,0, 45 Interpolate Offset 500,3, 150,0, 10 Interpolate Offset 500,3, -1000,0, 1 ; 4 [Begin Action 504] Interpolate Offset 500,4, 1000,0, 10 Interpolate Offset 500,4, 200,0, 45 Interpolate Offset 500,4, 150,0, 10 Interpolate Offset 500,4, -1000,0, 1 ; 5 [Begin Action 505] Interpolate Offset 500,5, 1000,0, 10 Interpolate Offset 500,5, 200,0, 45 Interpolate Offset 500,5, 150,0, 10 Interpolate Offset 500,5, -1000,0, 1 ; 6 [Begin Action 506] Interpolate Offset 500,6, 1000,0, 10 Interpolate Offset 500,6, 200,0, 45 Interpolate Offset 500,6, 150,0, 10 Interpolate Offset 500,6, -1000,0, 1 ; 7 [Begin Action 507] Interpolate Offset 500,7, 1000,0, 10 Interpolate Offset 500,7, 200,0, 45 Interpolate Offset 500,7, 150,0, 10 Interpolate Offset 500,7, -1000,0, 1 ; 8 [Begin Action 508] Interpolate Offset 500,8, 1000,0, 10 Interpolate Offset 500,8, 200,0, 45 Interpolate Offset 500,8, 150,0, 10 Interpolate Offset 500,8, -1000,0, 1 ; 9 [Begin Action 509] Interpolate Offset 500,9, 1000,0, 10 Interpolate Offset 500,9, 200,0, 45 Interpolate Offset 500,9, 150,0, 10 Interpolate Offset 500,9, -1000,0, 1 ; FINAL [Begin Action 510] Interpolate Offset 500,10, -1200,0, 10 Interpolate Offset 500,10, -250,0, 45 Interpolate Offset 500,10, -200,0, 10 Interpolate Offset 500,10, 1000,0, 1 ; ROUND (Final) [Begin Action 511] Interpolate Offset 500,0, 1000,0, 10 Interpolate Offset 500,0, 250,0, 45 Interpolate Offset 500,0, 200,0, 10 Interpolate Offset 500,0, -1000,0, 1 ; GET [Begin Action 512] Interpolate Offset 501,0, -1200,0, 10 Interpolate Offset 501,0, -200,0, 45 Interpolate Offset 501,0, -150,0, 10 Interpolate Offset 501,0, 1000,0, 1 ; READY [Begin Action 513] Interpolate Offset 501,1, 1000,0, 10 Interpolate Offset 501,1, 250,0, 45 Interpolate Offset 501,1, 200,0, 10 Interpolate Offset 501,1, -1000,0, 1 ; FIG )Top) [Begin Action 520] 511,0, -640,-640, 10 Interpolate Offset 510,0, 0,0, 32 510,0, 0,0, 10 Interpolate Offset 510,0, -640,0, 1 ; HT! (Top) [Begin Action 521] 511,1, 640,-640, 10 Interpolate Offset 510,1, 0,0, 32 510,1, 0,0, 10 Interpolate Offset 510,1, 640,0, 1 ; FIG (Bottom) [Begin Action 522] 511,2, -640,640, 10 Interpolate Offset 510,2, 0,0, 32 510,2, 0,0, 10 Interpolate Offset 510,2, -640,0, 1 ; HT! (Bottom) [Begin Action 523] 511,3, 640,640, 10 Interpolate Offset 510,3, 0,0, 32 510,3, 0,0, 10 Interpolate Offset 510,3, 640,0, 1 ; Dummy Anim for KO [Begin Action 529] -1,0, 0,0, 141 ; K [Begin Action 530] -1,0, 0,0, 40 Interpolate Blend Interpolate Scale 522,0, 0,0, 10, , AS0D256, 1.25,1.25 Interpolate Blend Interpolate Scale 520,0, 0,0, 20 520,0, 0,0, 10 Interpolate Offset 520,0, -10,-10, 50 Interpolate Offset 520,0, -10,-10, 10 Interpolate Offset 520,0, -640,-10, 1 ; O [Begin Action 531] -1,0, 0,0, 40 Interpolate Blend Interpolate Scale 522,1, 0,0, 10, , AS0D256, 1.25,1.25 Interpolate Blend Interpolate Scale 520,1, 0,0, 20 520,1, 0,0, 10 Interpolate Offset 520,1, -10,-10, 50 Interpolate Offset 520,1, -10,-10, 10 Interpolate Offset 520,1, 640,-10, 1 ; K (Shadow) [Begin Action 532] -1,0, 0,0, 20 Interpolate Blend Interpolate Scale -1,1, 0,0, 30, , AS0D256, 1.25,1.25 Interpolate Blend Interpolate Scale 521,0, 0,0, 20 521,0, 0,0, 10 Interpolate Offset 521,0, 10,10, 50 Interpolate Offset 521,0, 10,10, 10 Interpolate Offset 521,0, -640,10, 1 ; O (Shadow) [Begin Action 533] -1,0, 0,0, 20 Interpolate Blend Interpolate Scale -1,1, 0,0, 30, , AS0D256, 1.25,1.25 Interpolate Blend Interpolate Scale 521,1, 0,0, 20 521,1, 0,0, 10 Interpolate Offset 521,1, 10,10, 50 Interpolate Offset 521,1, 10,10, 10 Interpolate Offset 521,1, 640,10, 1 ; DOUBLE [Begin Action 535] 523,0, 0,-640, 40 523,0, 0,-640, 10 Interpolate Offset 523,0, 0,0, 50 Interpolate Offset 523,0, 0,0, 10 Interpolate Offset 523,0, -960,0, 10 ; KO (Double) [Begin Action 536] 523,1, 0,640, 40 Interpolate Offset 523,1, 0,640, 10 Interpolate Offset 523,1, 0,0, 50 523,1, 0,0, 10 Interpolate Offset 523,1, 960,0, 10 ; TIME [Begin Action 540] Interpolate Offset 525,0, -1200,-60, 10 Interpolate Offset 525,0, -100,-60, 50 Interpolate Offset 525,0, -90,-60, 10 Interpolate Offset 525,0, -90,-660, 10 ; UP [Begin Action 541] Interpolate Offset 525,1, 1200,60, 10 Interpolate Offset 525,1, 100,60, 50 Interpolate Offset 525,1, 90,60, 10 Interpolate Offset 525,1, 90,660, 10 ; Dummy for Draw Game [Begin Action 544] -1,0, 0,0, 80 ; DRAW [Begin Action 545] -1,0, 0,0, 60 526,0, -732,0, 10 Interpolate Offset 526,0, -232,0, 50 Interpolate Blend 526,0, -232,0, 10, , AS256D0 Interpolate Blend Interpolate Offset 526,0, -232,60, 10, , AS0D256 ; GAME [Begin Action 546] -1,0, 0,0, 60 526,1, 732,0, 10 Interpolate Offset 526,1, 232,0, 50 526,1, 232,0, 10, , AS256D0 Interpolate Blend Interpolate Offset 526,1, 232,60, 10, , AS0D256 ; PERFECT [Begin Action 550] -1,0, 0,0, 10 527,1, 1080,0, 10 Interpolate Offset 527,1, 0,0, 20 Interpolate Blend 527,2, 0,0, 10, , AS0D128 Interpolate Blend 527,2, 0,0, 3, , A 527,0, 0,0, 50 527,0, 0,0, 10, , AS256D0 Interpolate Blend 527,0, 0,0, -1, , AS0D256 ; CLOSE ONE [Begin Action 551] 528,0, 0,-60, 30, , AS0D256 Interpolate Offset Interpolate Blend 528,0, 0,0, 10 528,0, 0,0, 10 Interpolate Offset Interpolate Angle 528,0, 0,30, 40, , AS256D0,, , -4 528,0, 0,30, 10, , AS256D0,, , -4 Interpolate Blend 528,0, 0,30, 10, , AS0D256,, , -4 ; WINNER P1 [Begin Action 580] 530,0, -1200,0, 60 Interpolate Offset 530,0, -1200,0, 10 Interpolate Offset 530,0, -200,0, 150 Interpolate Offset 530,0, -160,0, 10 Interpolate Offset 530,0, 1200,0, -1 ; WINNER P2 [Begin Action 581] -1,0, 0,0, 60 Interpolate Offset 530,0, 1200,0, 10 Interpolate Offset 530,0, 200,0, 150 Interpolate Offset 530,0, 160,0, 10 Interpolate Offset 530,0, -1200,0, -1 ; YOU WIN [Begin Action 582] Interpolate Offset 530,1, -1200,0, 10 Interpolate Offset 530,1, -20,0, 150 Interpolate Offset 530,1, 20,0, 10 Interpolate Offset 530,1, 1200,0, -1 ; YOU LOSE [Begin Action 583] Interpolate Offset 530,2, 1200,0, 10 Interpolate Offset 530,2, 20,0, 150 Interpolate Offset 530,2, -20,0, 10 Interpolate Offset 530,2, -1200,0, -1 ; Name Banner [Begin Action 586] 551,0, 0,0, 60, , AS0D256 551,0, 0,0, 10, , AS0D256 Interpolate Blend 551,0, 0,0, 160, , AS256D0 551,0, 0,0, 10, , AS256D0 Interpolate Blend 551,0, 0,0, -1, , AS0D256 ;----------------------------------------------------------- [WinIcon] p1.pos = 544,120 p2.pos = 736,120 ; Background icon p1.bg0.spr = 120,0 p2.bg0.spr = 120,0 ; Offset for next icon (x,y) p1.iconoffset = -32,0 p2.iconoffset = 32,0 ; Counter text font and offset for representing wins p1.counter.offset = 0,5 p1.counter.font = 4,0,0, 230,255,242 p2.counter.offset = 0,5 p2.counter.font = 4,0,0, 255,242,242 ; 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 p1.suicide.spr = 106,0 p2.suicide.spr = 106,0 ; Opponent beaten by his own teammate 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 ; Win by clutch (overlay icon) p1.clutch.spr = 111,0 p2.clutch.spr = 111,0 ; Use icons up until this number of wins useiconupto = 4 ;----------------------------------------------------------- [WinCount] p1.pos = 586,24 ;p1.bg.spr = p1.text.font = 8,0, -1 p1.text.text = WINS %s p2.pos = 696,24 ;p2.bg.spr = p2.text.font = 8,0, 1 p2.text.text = WINS %s p1.enabled.netplayversus = 1 p1.enabled.versus = 1 p1.enabled.versuscoop = 1 p2.enabled.netplayversus = 1 p2.enabled.versus = 1 p2.enabled.versuscoop = 1 ;----------------------------------------------------------- [Timer] pos = 1080,24 ;bg.spr = text.font = 8,0, -1 ; Time format: %m = minutes, %s = seconds, %x = milliseconds text.text = TIME: %m:%s.%x enabled.bossrush = 1 enabled.timeattack = 1 enabled.timechallenge = 1 ;----------------------------------------------------------- [Score] p1.pos = 586,24 ;p1.bg.spr = p1.text.font = 8,0, -1 p1.text.text = %s p2.pos = 696,24 ;p2.bg.spr = p2.text.font = 8,0, 1 p2.text.text = %s score.min = 0 score.max = 999999999 format.integer.pad = 1 format.integer.separator = format.decimal.places = 0 format.decimal.separator = . p1.enabled.arcade = 1 p1.enabled.bossrush = 1 p1.enabled.freebattle = 1 p1.enabled.netplayteamcoop = 1 p1.enabled.scorechallenge = 1 p1.enabled.teamcoop = 1 p1.enabled.training = 1 ;----------------------------------------------------------- [Match] pos = 200,24 ;bg.spr = text.font = 8,0, 1 text.text = STAGE %s enabled.arcade = 1 enabled.bossrush = 1 enabled.netplayteamcoop = 1 enabled.scorechallenge = 1 enabled.teamcoop = 1 enabled.timeattack = 1 enabled.timechallenge = 1 enabled.netplaysurvivalcoop = 1 enabled.survival = 1 enabled.survivalcoop = 1 enabled.vs100kumite = 1 ;----------------------------------------------------------- [AILevel] p1.pos = 586,24 ;p1.bg.spr = p1.text.font = 8,0, -1 ; %s = integer value, %p = percentage p1.text.text = CPU-%s p2.pos = 696,24 ;p2.bg.spr = p2.text.font = 8,0, 1 p2.text.text = CPU-%s format.decimal.places = 0 format.decimal.separator = . p1.enabled.watch = 1 p2.enabled.arcade = 1 p2.enabled.bossrush = 1 p2.enabled.freebattle = 1 p2.enabled.netplaysurvivalcoop = 1 p2.enabled.netplayteamcoop = 1 p2.enabled.scorechallenge = 1 p2.enabled.survival = 1 p2.enabled.survivalcoop = 1 p2.enabled.teamcoop = 1 p2.enabled.timeattack = 1 p2.enabled.timechallenge = 1 p2.enabled.training = 1 p2.enabled.vs100kumite = 1 p2.enabled.watch = 1 ;----------------------------------------------------------- [Mode] demo.pos = 1138,35 ;demo.bg.spr = demo.text.font = 8,0, -1 demo.text.text = Demo Mode ;----------------------------------------------------------- ; 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 ; 11. angle ; 12. window ; ; 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. ; ; 11. angle ; Format: angle = degrees ; Draws the element rotated by the specified angle. ; Currently does not affect "font" elements. ; ; 12. window ; Format: window = x1, y1, x2, y2 ; Specify window with four coordinates x1, y1, x2, and y2 respectively. ; Considering the upper left corner of the screen as (0,0), these coordinates ; are taken to form a rectangular box with (x1,y1) and (x2,y2) at opposite ; corners. Only the part of the display element type that comes within this ; box (the "window") will be drawn. If you do not need the windowing effect, ; omit this line entirely. ; ; Some components have additional elements specific ; to themselves.