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; 战斗界面定义

; 画面包: MUGEN1
; 分辨率: 1280x720
; 需要: MUGEN 1.1

; 关于字体:
;   - 可以在[Files]区下定义10个字体.
;   - 这里的字体不会影响fight.def中的字体
;   - 系统会按以下顺序检索字体文件:
;     1. system.def指定的路径
;     2. mugen主程序同级目录 (不推荐将更改过的字体文件放在这里)
;     3. 主程序同级的data文件夹下 (不推荐将更改过的字体文件放在这里)
;     4. 主程序同级的font文件夹下
;
; 见文件最后的 "如何自定义"

;-----------------------------------------------------------
;系统会按以下顺序检索文件:
;1. fight.def指定的路径
;2. 主程序同级的data文件夹下
;3. mugen主程序同级目录

[Files]
sff = fight.sff		;血条图片文件名
snd = fight.snd		;战斗音效
font1 = enter48.def	;字体1的名字
font2 = num48.def	;字体2的名字
font3 = name14.def
font4 = num1.def
fightfx.sff = fightfx.sff	;默认战斗火花图片文件
fightfx.air = fightfx.air	;默认战斗火花动作文件
common.snd = common.snd		;通用动作音效

;-----------------------------------------------------------
[FightFx]
scale = 4	;默认战斗火花的缩放比例

;-----------------------------------------------------------
[Lifebar]
;Player 1的血条参数
p1.pos    = 590,40	;p1血条的坐标，左上为0,0点
p1.bg0.anim = 10	;血条的暗色背景动画编号
p1.bg0.offset = -6,6	;相对于血条的偏移量
p1.bg1.spr = 11,0	;空血条界面的图片编号
p1.mid.anim = 12	;损血时的血条动画编号
p1.mid.offset = -6,6	;损血时的血条的偏移量
p1.front.spr = 13,0	;血条的图片编号
p1.front.offset = -6,6	;血条的图片编号
p1.range.x  = -6,-433	;血条拉伸至左右的相对坐标，要设定的刚好和空血条对上
;Player 2的血条参数，同1p
p2.pos    = 690,40
p2.bg0.anim = 10
p2.bg0.offset = 6,6
p2.bg0.facing = -1	;让图片水平翻转
p2.bg1.spr = 11,0
p2.bg1.facing = -1
p2.mid.anim = 12
p2.mid.offset = 6,6
p2.mid.facing = -1
p2.front.spr = 13,0
p2.front.offset = 6,6
p2.front.facing = -1
p2.range.x = 6,433

[Begin Action 10] ;血条变暗的背景 
10,0, 0,0, 1, , AS224D32

[Begin Action 12] ;Blinking lifebar midground
12,0, 0,0, 1
12,1, 0,0, 1
12,2, 0,0, 1
12,3, 0,0, 1
12,4, 0,0, 1
12,5, 0,0, 1
12,4, 0,0, 1
12,3, 0,0, 1
12,2, 0,0, 1
12,1, 0,0, 1

[Simul Lifebar];四人同屏对战时的血条参数，参数和上面相同
;Player 1
p1.pos    = 590,40
p1.bg0.anim = 20
p1.bg0.offset = -6,6
p1.bg1.spr = 11,0
p1.mid.anim = 12
p1.mid.offset = -6,6
p1.mid.scale = 1,0.5
p1.front.spr = 13,0
p1.front.offset = -6,6
p1.front.scale = 1,0.5
p1.range.x  = -6,-433
;Player 2
p2.pos    = 690,40
p2.bg0.anim = 20
p2.bg0.offset = 6,6
p2.bg0.facing = -1
p2.bg1.spr = 11,0
p2.bg1.facing = -1
p2.mid.anim = 12
p2.mid.offset = 6,6
p2.mid.facing = -1
p2.mid.scale = 1,0.5
p2.front.spr = 13,0
p2.front.offset = 6,6
p2.front.facing = -1
p2.front.scale = 1,0.5
p2.range.x = 6,433
;Player 3
p3.pos    = 590,49
p3.mid.anim = 12
p3.mid.offset = -6,6
p3.mid.scale = 1,0.5
p3.front.spr = 13,0
p3.front.offset = -6,6
p3.front.scale = 1,0.5
p3.range.x  = -6,-433
;Player 4
p4.pos    = 690,49
p4.mid.spr = 12,0
p4.mid.offset = 6,6
p4.mid.facing = -1
p4.mid.scale = 1,0.5
p4.front.spr = 13,0
p4.front.offset = 6,6
p4.front.facing = -1
p4.front.scale = 1,0.5
p4.range.x = 6,433

[Begin Action 20] ;Darkened lifebar background (simul)
20,0, 0,0, 1, , AS224D32

[Turns Lifebar];车轮战时的血条参数
;Player 1
p1.pos    = 590,40
p1.bg0.anim = 10
p1.bg0.offset = -6,6
p1.bg1.spr = 11,0
p1.mid.anim = 12
p1.mid.offset = -6,6
p1.front.spr = 13,0
p1.front.offset = -6,6
p1.range.x  = -6,-433
;Player 2
p2.pos    = 690,40
p2.bg0.anim = 10
p2.bg0.offset = 6,6
p2.bg0.facing = -1
p2.bg1.spr = 11,0
p2.bg1.facing = -1
p2.mid.anim = 12
p2.mid.offset = 6,6
p2.mid.facing = -1
p2.front.spr = 13,0
p2.front.offset = 6,6
p2.front.facing = -1
p2.range.x = 6,433

;-----------------------------------------------------------
[Powerbar];气条/能量槽
;Player 1的气条参数
p1.pos    = 590,70	;气条的位置
p1.bg0.anim = 40	;气条的暗色背景动画编号
p1.bg0.offset = -6,4	;气条的偏移量
p1.bg1.spr = 41,0	;空气条的图片编号
;p1.mid.spr = 42,0	;扣气时的气条图片编号，一般不用填
p1.front.anim = 43	;气条的动画编号
p1.front.offset = -6,4	;气条的偏移量
p1.range.x = -6,-245	;气条拉伸至左右的相对坐标
p1.counter.offset = -256,15	;气条数字的文字位置
p1.counter.font = 4,0, 0, 242,242,255	;气条数字的字体参数

;Player 2的气条参数，同p1
p2.pos    = 690,70
p2.bg0.anim = 40
p2.bg0.offset = 6,4
p2.bg0.facing = -1
p2.bg1.spr = 41,0
p2.bg1.facing = -1
;p2.mid.spr = 42,0
;p2.mid.facing = -1
p2.front.anim = 43
p2.front.offset = 6,4
p2.front.facing = -1
p2.range.x  = 6,245
p2.counter.offset = 259,15
p2.counter.font = 4,0, 0, 242,242,255

; --level sounds---;气条每攒够一气时播放的音效
level1.snd = 21,0
level2.snd = 21,0
level3.snd = 21,0

[Begin Action 40] ;气条的暗色背景
40,0, 0,0, 1, , AS224D32

[Begin Action 43] ;Flashing powerbar
43,0, 0,0, 15
43,1, 0,0, 1
43,2, 0,0, 1
43,3, 0,0, 1
43,4, 0,0, 1
43,5, 0,0, 1
43,6, 0,0, 1
43,7, 0,0, 1
43,8, 0,0, 1
43,9, 0,0, 1
43,10, 0,0, 1
43,11, 0,0, 1
43,12, 0,0, 1
43,13, 0,0, 1
43,14, 0,0, 1
43,15, 0,0, 1
43,16, 0,0, 1
43,17, 0,0, 1


;-----------------------------------------------------------
[Face];小头像
;Player 1的小头像参数
p1.pos    = 20,20	;p1的小头像参数
p1.bg0.spr = 50,0	;p1的小头像边框图片
p1.bg1.anim = 51	;p1小头像背景动画编号
p1.face.spr = 9000,0	;p1使用的小头像编号
p1.face.facing = 1	;p1的小头像朝向
p1.face.offset = 0,0	;p1的小头像偏移量
;Player 2的小头像参数，参数通过p1
p2.pos    = 1260,20
p2.bg0.spr = 50,0
p2.bg0.facing = -1
p2.bg1.anim = 51
p2.bg1.facing = -1
p2.face.spr = 9000,0
p2.face.facing = -1
p2.face.offset = 0,0

[Begin Action 51] ;Darkened face background 
51,0, 0,0, 1, , AS208D48

[Simul Face];4人同屏战斗时的小头像参数
;Player 1
p1.pos    = 20,20
p1.bg0.spr = 50,0
p1.bg1.anim = 51
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.anim = 51
p2.bg1.facing = -1
p2.face.spr = 9000,0
p2.face.facing = -1
;Player 3
p3.pos    = 144,80
p3.bg0.spr = 70,0
p3.bg1.anim = 71
p3.face.spr = 9000,0
p3.face.scale = 0.4,0.4
p3.face.facing = 1
;Player 4
p4.pos    = 1136,80
p4.bg0.spr = 70,0
p4.bg0.facing = -1
p4.bg1.anim = 71
p4.bg1.facing = -1
p4.face.spr = 9000,0
p4.face.scale = 0.4,0.4
p4.face.facing = -1

[Turns Face];车轮战时玩家头像参数
;Player 1
p1.pos    = 20,20
p1.bg0.spr = 50,0
p1.bg1.anim = 51
p1.face.spr = 9000,0
p1.face.facing = 1
;Player 1's teammates
p1.teammate.pos = 144,80
p1.teammate.spacing = 50,0
p1.teammate.bg0.spr = 70,0
p1.teammate.bg1.anim = 71
p1.teammate.ko.anim = 72
p1.teammate.face.spr = 9000,0
p1.teammate.face.scale = 0.4,0.4
p1.teammate.face.facing = 1
;Player 2
p2.pos    = 1260,20
p2.bg0.spr = 50,0
p2.bg0.facing = -1
p2.bg1.anim = 51
p2.bg1.facing = -1
p2.face.spr = 9000,0
p2.face.facing = -1
;Player 2's teammates
p2.teammate.pos = 1136,80
p2.teammate.spacing = -50,0
p2.teammate.bg0.spr = 70,0
p2.teammate.bg0.facing = -1
p2.teammate.bg1.anim = 71
p2.teammate.bg1.facing = -1
p2.teammate.ko.anim = 72
p2.teammate.ko.facing = -1
p2.teammate.face.spr = 9000,0
p2.teammate.face.scale = 0.4,0.4
p2.teammate.face.facing = -1

[Begin Action 71] ;Darkened small face background 
71,0, 0,0, 1, , AS208D48

[Begin Action 72] ;KO overlay for small face
72,0, 0,0, 1, , AS192D64

;-----------------------------------------------------------
[Name];显示名字
p1.pos = 142,35		;p1的名字坐标
;p1.bg. =		;p1的名字图片
p1.name.font = 3,3, 1	;p1的名字字体
;p2.bg. =
p2.pos = 1138,35
p2.name.font = 3,1, -1

[Simul Name];4人同屏对战时的名字参数
p1.pos = 142,35
p1.name.font = 3,3, 1
p2.pos = 1138,35
p2.name.font = 3,1, -1
p3.pos = 200,85
p3.name.font = 3,3, 1
p3.name.scale = 0.5,1
p4.pos = 1080,85
p4.name.font = 3,1, -1
p4.name.scale = 0.5,1

[Turns Name];车轮战时的名字参数
p1.pos = 142,35
;p1.bg. =
p1.name.font = 3,3, 1
;p2.bg. =
p2.pos = 1138,35
p2.name.font = 3,1, -1

;-----------------------------------------------------------
[Time];时间
pos = 642,84	;时间显示的位置
;bg.spr = 	;时间的背景图片
;数字显示
counter.offset = 0,0	;数字的显示偏移量
counter.font = 2,0, 0, 255,255,242	;数字的字体
framespercount = 60	;每跳一下数字的时间间隔，单位是帧，60帧为1秒

;-----------------------------------------------------------
[Combo];连段
team1.pos = 30,260        ;p1连段显示的坐标
team1.start.x = -240      ;连击数字起始的位置
team1.counter.font = 2,3,1;连击数字的字体
team1.counter.shake = 1   ;设为1时，数字变化时会有晃动效果
team1.text.text = "COMBO" ;可以用%i表示连击数, 比如 "%i Hit!"
team1.text.font = 1,4,1	  ;连击文字的字体
team1.text.offset = 12,0   ;连击文字的偏移量
team1.displaytime = 90    ;显示连击数的持续时间
;p2连段参数，同1p
team2.pos = 1250,260      ;Coords to show
team2.start.x = 1520      ;Starting x-coords
team2.counter.font = 2,1,-1
team2.counter.shake = 1   ;Set to 1 to shake count on hit
team2.text.text = "COMBO" ;You can use %i to show count in the text, eg "%i Hit!"
team2.text.font = 1,4,-1
team2.text.offset = 12,0  ;Offset of text
team2.displaytime = 90    ;Time to show text

;-----------------------------------------------------------
[Round];局数
match.wins = 2              ;结束一场战斗必须要赢的局数
match.maxdrawgames = 1      ;允许平局的最多次数 (-1为无限次)
start.waittime = 30         ;人物开始开场动画前的等待时间

;所有参数的默认坐标
pos = 0,0

;ROUND X
round.time = 0              ;显示round的起始时间
round.default.offset = 640, 320	;显示round的偏移量
;文字形式的round可以包含%i来表示局数，也可以使用"round.default.anim"来用动画表现
round.default.font = 1,0,0	;round的默认字体
round.default.text = "Round %i"	;默认文字显示
round.default.displaytime = 60	;显示round的持续时间
round.default.scale = 1,1	;round的xy缩放比例
;每一局的报幕声音 (选填，最多可以到round 9)
round1.snd = 0,1
round2.snd = 0,2
round3.snd = 0,3
round.sndtime = 0           ;播放声音的起始时间
; Components to show for each round (optional, specify up to round 9)
; Uncomment to use
;round1.offset = 160, 100
;round1.anim = 

;FIGHT，参数同round
fight.time = 0              
fight.offset = 640, 300     ;Component for FIGHT display
fight.anim = 80             ;.
fight.snd = 1,0             ;Sound to play
fight.sndtime = 0           ;Time to play sound

ctrl.time = 30              ;播放"Fight"后经过多长时间可以进行操作

;KO，参数同round
KO.time    = 0              ;Time to show KO component
KO.offset  = 640, 300       ;Component for KO display
KO.anim    = 200            ;.
KO.snd     = 2,0            ;Sound to play for KO announcement
; Double KO，参数同round
DKO.offset = 640, 320
DKO.font   = 1,5
DKO.text   = "Double K.O."
DKO.displaytime = 60
DKO.snd    = 2,1
; Time Over，参数同round
TO.offset  = 640, 320
TO.font    = 1,5
TO.text    = "Time Over"
TO.displaytime = 60
TO.snd     = 2,2
KO.sndtime = 0             ;播放KO, DKO and TO的起始时间
slow.time  = 60            ;KO之后慢放动作的持续时间
over.waittime = 45         ;KO之后玩家还能操作的时间
over.hittime = 10          ;KO之后玩家还能造成伤害的时间，主要用于Double KO
over.wintime = 45          ;角色播放胜利动作之前需要等待的时间
over.time = 210            ;KO之后到该局结束前的等待时间

win.time = 60		;显示win信息之前需要等待的时间
;胜利文字，参数同round
win.offset = 640, 320
win.font = 1,0
win.text = "%s Wins"	;%s为角色名，即人物的displayname
win.displaytime = 540
; 2-player win text
win2.offset = 640, 320
win2.font = 1,0
win2.text = "%s and %s Win"
win2.displaytime = 540
;平局文字
draw.offset = 640, 320
draw.font = 1,0
draw.text = "Draw Game"
draw.displaytime = 540

;"Fight!"动画
[Begin Action 80]
80,0, 0,0, 8, , AS128D128, 4,4, 180
Interpolate Scale
Interpolate Angle
Interpolate Blend
80,0, 0,0, 40, , AS256D0
80,0, 0,0, 4, , AS192D63
Interpolate Blend
80,0, 0,0, 1, , AS32D223

;"K.O."动画
[Begin Action 200]
-1,-1, 0,0, 5
200,0, 0,0, 1, , AS255D255
200,0, 0,0, 1, , AS255D224
200,0, 0,0, 1, , AS255D192
200,0, 0,0, 1, , AS255D160
200,0, 0,0, 1, , AS255D128
200,0, 0,0, 120
200,0, 0,0, 1, , AS255D64
200,0, 0,0, 1, , AS255D128
200,0, 0,0, 1, , AS255D192
200,0, 0,0, 1, , AS255D255
200,0, 0,0, 1, , AS192D255
200,0, 0,0, 1, , AS128D255
200,0, 0,0, 1, , AS64D255

;-----------------------------------------------------------
[WinIcon];胜利的标志
p1.pos = 584,30		;胜利标志坐标
p2.pos = 696,30
p1.bg0.spr = 120,0	;胜利标志图片编号
p2.bg0.spr = 120,0
p1.iconoffset = -24,0	;每个胜利标志的间隔xy坐标
p2.iconoffset = 24,0
; 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
;普通胜利的图片编号
p1.n.spr = 100,0
p2.n.spr = 100,0
;特殊胜利的图片编号
p1.s.spr = 101,0
p2.s.spr = 101,0
;必杀胜利的图片编号
p1.h.spr = 102,0
p2.h.spr = 102,0
;投技胜利的图片编号
p1.throw.spr = 103,0
p2.throw.spr = 103,0
;微笑胜利？win by cheese
p1.c.spr = 104,0
p2.c.spr = 104,0
;时间到胜利的图片编号
p1.t.spr = 105,0
p2.t.spr = 105,0
;对方自杀胜利的图片编号
p1.suicide.spr = 106,0
p2.suicide.spr = 106,0
;被自己队友杀死胜利的图片编号
p1.teammate.spr = 107,0
p2.teammate.spr = 107,0
;完胜，优先级高于其他胜利方式
p1.perfect.spr = 110,0
p2.perfect.spr = 110,0
;显示胜利标志的上限数
useiconupto = 4


;-----------------------------------------------------------
; How to customize
;-----------------------------------------------------------
; First of all, set filenames under [Files].
; 
; Next, you can customize each component of the fight screen.
; A component can be anything from a piece of the lifebar,
; to the text that signals a K.O.
;
; Each component starts with its name, followed by a period,
; and then the names of its elements. For example, a
; component named "bg" with an element of "anim" looks
; like "bg.anim".
;
; There are several main element types:
;   1. anim (animation)
;   2. spr  (sprite)
;   3. font (text)
;   4. snd  (sound)
; 
; 1. anim
;    Format: anim = actionno
;    actionno is the number of the action to use. You must
;    specify a valid action that is defined within this file.
;    The sprites for the animation come from the file given
;    for the "sff" parameter in the [Files] group below.
;    You can define your animation actions anywhere in this
;    file, as long as it does not come in the middle of a
;    group (an example of a group is the block of text
;    starting with [Files], and ending on the next group
;    [Lifebar]).
;    For example, to use action 5 for the p1.bg0 component:
;      p1.bg0.anim = 5
;
; 2. spr
;    Format: spr = spritegrp, spriteno
;    This is the identifier pair for the sprite you to
;    display.
;    For example, to show sprite 103,0 for a component named
;    p1.throw:
;      p1.throw.spr = 103,0
;
; 3. font
;    Format: font = fontno, fontbank, alignmnt, R, G, B
;            text = text
;    This lets you set the font (and optionally the content
;    text). fontno is the number of the font defined under
;    [Files]. For instance, for the line "font2 = font/num1.fnt",
;    the fontno is 2.
;    fontbank is the color bank of the font to use. Refer to
;    the font for what color banks it has.
;    alignmt is a number representing the text alignment.
;    1 is left, 0 means center, and -1 is for right-alignment.
;    R, G, B are the color adjustment values for the font.
;    RGB values default to 256,256,256 (no color adjustment).
;    All font values are optional.  If fontno is omitted, no
;    text will be drawn.
;
;    The "text" element should accompany the "font" element
;    wherever necessary. The following example will display
;    "FIGHT!" using font 1, bank 1, with center-alignment.
;      fight.font = 1,1, 0
;      fight.text = FIGHT!
;
; 4. snd
;    Format: snd = sndgrp, sndno
;    This is the identifier pair for the sound effect to
;    play. The .snd file that the sound is played from
;    is given in the "snd" parameter in the [Files] group.
;    This plays sound 21,0 for the "level1" component.
;      level1.snd = 21,0
; 
; Take note that the anim, spr and font element types are
; mutually exclusive; you can only use one of them per
; component.
;
; The types of elements supported vary with the component.
; Usually the anim, spr and font elements are interchangeable
; for a component. However, in some cases only one element
; type may be used. An example of this is found under [Combo]:
;   counter.font = 2,4  ;Font for combo counter
; You cannot use an animation or a sprite to represent a
; numeric counter, so it only makes sense to define a font
; for use.
;
; There are other element types that do nothing on their
; own. They can be used with display element types
; (spr, anim and font) to gain more control. These
; have no meaning when used with the snd element.
;   5.  offset
;   6.  displaytime
;   7.  facing
;   8.  vfacing
;   9.  layerno
;   10. scale
;
; 5. offset
;   Format: offset = x, y
;   Displaces the display element horizontally by x pixels,
;   and vertically by y pixels.
;   If this element is omitted, the offset is assumed to
;   be 0,0.
;
; 6. displaytime
;   Format: displaytime = time_in_ticks
;   This element defines the time to display the component.
;   If omitted, the default display time varies with element
;   type. For spr and font elements, the default displaytime
;   is 1. For anim, it is the looptime of the animation.
;   This example displays the text "FIGHT!" for 45 game
;   ticks:
;     fight.font = 1,1, 0
;     fight.text = FIGHT!
;     fight.displaytime = 45
;
; 7. facing
;   Format: facing = dir
;   Sets the horizontal flipping of the display element.
;   1 means no flipping, and -1 means flip horizontally.
;   Does not affect "font" elements. Defaults to 1 if
;   omitted.
;
; 8. vfacing
;   Format: vfacing = dir
;   Sets the vertical flipping of the display element.
;   1 means no flipping, and -1 means flip vertically.
;   Does not affect "font" elements. Defaults to 1 if
;   omitted.
;
; 9. layerno
;   Format: layerno = no
;   This element lets you set the layer to which the
;   display element will be drawn on. 0 is in front of
;   the background, but behind the players. 1 is in
;   front of the players, but behind the foreground.
;   2 is in front of the foreground. The default is 0
;   in most cases.
;   An example of where this might be useful is when
;   you want to have the life or power bars appear
;   on top. In that case, set all the components to
;   have layerno = 2.
;
; 10. scale
;   Format: scale = xscale, yscale
;   Scales the display element by a horizontal scale
;   factor of xscale, and vertically by a factor of
;   yscale. Defaults to 1,1 if omitted.
;   Currently does not affect "font" elements.
;
; 11. angle
;   Format: angle = degrees
;   Draws the element rotated by the specified angle.
;
; Some components have additional elements specific
; to themselves.
