; Definition of fight screen

; *** DO NOT MODIFY OR OVERWRITE THIS FILE ***
; To customize, make a copy of this file in a subdirectory of your
; motif's name. See readme.txt for details on motifs.

; Notes about fonts:
;   - up to 10 fonts can be specified in the [Files] section.
;   - fonts indexed here do not refer to the ones in system.def
;   - fonts are search in directories in the following order:
;     1. system directory
;     2. mugen program directory (not recommended to keep custom fonts here)
;     3. data/ (not recommended to keep custom fonts here)
;     4. font/
;
; See the section "How to Customize" at the end of this file.

;-----------------------------------------------------------
; Ikemen feature
[Info]
localcoord = 320,240 ;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

[Files]
sff = fight.sff
snd = fight.snd
font1 = jg.fnt
font2 = num1.fnt
font3 = name1.fnt
fightfx.sff = fightfx.sff; legacy mugen hitsparks
fightfx.air = fightfx.air
common.snd = common.snd
fx1 = gofx.def; new ikemen fx

;-----------------------------------------------------------
[FightFx]
scale = 1

;-----------------------------------------------------------
[Lifebar]
;Player 1
p1.pos    = 140,12
p1.bg0.anim = 10
p1.bg1.spr = 11,0
p1.mid.spr = 12,0
p1.front.spr = 13,0
p1.shift.spr = 13,10   ;Ikemen feature
p1.range.x  = 0,-127
;Player 2
p2.pos    = 178,12
p2.bg0.anim = 10
p2.bg0.facing = -1
p2.bg1.spr = 11,0
p2.bg1.facing = -1
p2.mid.spr = 12,0
p2.mid.facing = -1
p2.front.spr = 13,0
p2.front.facing = -1
p2.shift.spr = 13,10   ;Ikemen feature
p2.shift.facing = -1   ;Ikemen feature
p2.range.x = 0,127

[Begin Action 10] ;Darkened lifebar background 
10,0, 0,0, 1, , S

[Simul Lifebar]
;Player 1
p1.pos    = 140,12
p1.bg0.anim = 20
p1.bg1.spr = 21,0
p1.mid.offset = 0,-1
p1.mid.spr = 22,0
p1.front.offset = 0,-1
p1.front.spr = 23,0
p1.shift.offset = 0,-1 ;Ikemen feature
p1.shift.spr = 23,10   ;Ikemen feature
p1.range.x  = 0,-127
;Player 2
p2.pos    = 178,12
p2.bg0.anim = 20
p2.bg0.facing = -1
p2.bg1.spr = 21,0
p2.bg1.facing = -1
p2.mid.offset = 0,-1
p2.mid.spr = 22,0
p2.mid.facing = -1
p2.front.offset = 0,-1
p2.front.spr = 23,0
p2.front.facing = -1
p2.shift.offset = 0,-1 ;Ikemen feature
p2.shift.spr = 23,10   ;Ikemen feature
p2.shift.facing = -1   ;Ikemen feature
p2.range.x = 0,127
;Player 3
p3.pos    = 140,15
p3.mid.spr = 22,0
p3.front.spr = 23,0
p3.shift.spr = 23,10   ;Ikemen feature
p3.range.x  = 0,-127
;Player 4
p4.pos    = 178,15
p4.mid.spr = 22,0
p4.mid.facing = -1
p4.front.spr = 23,0
p4.front.facing = -1
p4.shift.spr = 23,10   ;Ikemen feature
p4.shift.facing = -1   ;Ikemen feature
p4.range.x = 0,127

[Begin Action 20] ;Darkened lifebar background (team)
20,0, 0,0, 1, , S

; Ikemen feature
[Simul_3P Lifebar]
;Player 1
p1.pos    = 140,12
p1.bg0.anim = 30
p1.bg1.spr = 31,0
p1.mid.offset = 0,-1
p1.mid.spr = 32,0
p1.front.offset = 0,-1
p1.front.spr = 33,0
p1.shift.offset = 0,-1 ;Ikemen feature
p1.shift.spr = 33,10   ;Ikemen feature
p1.range.x  = 0,-127
;Player 2
p2.pos    = 178,12
p2.bg0.anim = 30
p2.bg0.facing = -1
p2.bg1.spr = 31,0
p2.bg1.facing = -1
p2.mid.offset = 0,-1
p2.mid.spr = 32,0
p2.mid.facing = -1
p2.front.offset = 0,-1
p2.front.spr = 33,0
p2.front.facing = -1
p2.shift.offset = 0,-1 ;Ikemen feature
p2.shift.spr = 33,10   ;Ikemen feature
p2.shift.facing = -1   ;Ikemen feature
p2.range.x = 0,127
;Player 3
p3.pos    = 140,14
p3.mid.spr = 32,0
p3.front.spr = 33,0
p3.shift.spr = 33,10   ;Ikemen feature
p3.range.x  = 0,-127
;Player 4
p4.pos    = 178,14
p4.mid.spr = 32,0
p4.mid.facing = -1
p4.front.spr = 33,0
p4.front.facing = -1
p4.shift.spr = 33,10   ;Ikemen feature
p4.shift.facing = -1   ;Ikemen feature
p4.range.x = 0,127
;Player 5
p5.pos    = 140,17
p5.mid.spr = 32,0
p5.front.spr = 33,0
p5.shift.spr = 33,10   ;Ikemen feature
p5.range.x  = 0,-127
;Player 6
p6.pos    = 178,17
p6.mid.spr = 32,0
p6.mid.facing = -1
p6.front.spr = 33,0
p6.front.facing = -1
p6.shift.spr = 33,10   ;Ikemen feature
p6.shift.facing = -1   ;Ikemen feature
p6.range.x = 0,127

[Begin Action 30] ;Darkened lifebar background (team size 3)
30,0, 0,0, 1, , S

; Ikemen feature
[Simul_4P Lifebar]
;Player 1
p1.pos    = 140,12
p1.bg0.anim = 34
p1.bg1.spr = 35,0
p1.mid.offset = 0,-1
p1.mid.spr = 36,0
p1.front.offset = 0,-1
p1.front.spr = 37,0
p1.shift.offset = 0,-1 ;Ikemen feature
p1.shift.spr = 37,10   ;Ikemen feature
p1.range.x  = 0,-127
;Player 2
p2.pos    = 178,12
p2.bg0.anim = 34
p2.bg0.facing = -1
p2.bg1.spr = 35,0
p2.bg1.facing = -1
p2.mid.offset = 0,-1
p2.mid.spr = 36,0
p2.mid.facing = -1
p2.front.offset = 0,-1
p2.front.spr = 37,0
p2.front.facing = -1
p2.shift.offset = 0,-1 ;Ikemen feature
p2.shift.spr = 37,10   ;Ikemen feature
p2.shift.facing = -1   ;Ikemen feature
p2.range.x = 0,127
;Player 3
p3.pos    = 140,13
p3.mid.spr = 36,0
p3.front.spr = 37,0
p3.shift.spr = 37,10   ;Ikemen feature
p3.range.x  = 0,-127
;Player 4
p4.pos    = 178,13
p4.mid.spr = 36,0
p4.mid.facing = -1
p4.front.spr = 37,0
p4.front.facing = -1
p4.shift.spr = 37,10   ;Ikemen feature
p4.shift.facing = -1   ;Ikemen feature
p4.range.x = 0,127
;Player 5
p5.pos    = 140,15
p5.mid.spr = 36,0
p5.front.spr = 37,0
p5.shift.spr = 37,10   ;Ikemen feature
p5.range.x  = 0,-127
;Player 6
p6.pos    = 178,15
p6.mid.spr = 36,0
p6.mid.facing = -1
p6.front.spr = 37,0
p6.front.facing = -1
p6.shift.spr = 37,10   ;Ikemen feature
p6.shift.facing = -1   ;Ikemen feature
p6.range.x = 0,127
;Player 7
p7.pos    = 140,17
p7.mid.spr = 36,0
p7.front.spr = 37,0
p7.shift.spr = 37,10   ;Ikemen feature
p7.range.x  = 0,-127
;Player 8
p8.pos    = 178,17
p8.mid.spr = 36,0
p8.mid.facing = -1
p8.front.spr = 37,0
p8.front.facing = -1
p8.shift.spr = 37,10   ;Ikemen feature
p8.shift.facing = -1   ;Ikemen feature
p8.range.x = 0,127

[Begin Action 34] ;Darkened lifebar background (team size 4)
34,0, 0,0, 1, , S

; Ikemen feature
[Tag Lifebar]
mid.shift = 1          ;Ikemen feature: makes the shift element also affect mid element (default: 0)
mid.freeze = 0         ;Ikemen feature: controls mid element freezing during gethit/combo (default: 1)
mid.delay = 0          ;Ikemen feature: frames before mid element starts decreasing (default: 30)
mid.mult = 10.0        ;Ikemen feature: moving relation between mid value and life (default: 1.0)
mid.steps = 8          ;Ikemen feature: mid value decreasing steps (default: 8)
;Player 1
p1.pos    = 140,12
p1.bg0.anim = 20
p1.bg1.spr = 21,0
p1.red.offset = 0,-1   ;Ikemen feature
p1.red.spr = 22,0      ;Ikemen feature
p1.mid.offset = 0,-1
p1.mid.spr = 23,0
p1.front.offset = 0,-1
p1.front.spr = 23,0
p1.shift.offset = 0,-1 ;Ikemen feature
p1.shift.spr = 23,10   ;Ikemen feature
p1.range.x  = 0,-127
;Player 2
p2.pos    = 178,12
p2.bg0.anim = 20
p2.bg0.facing = -1
p2.bg1.spr = 21,0
p2.bg1.facing = -1
p2.red.offset = 0,-1   ;Ikemen feature
p2.red.spr = 22,0      ;Ikemen feature
p2.red.facing = -1     ;Ikemen feature
p2.mid.offset = 0,-1
p2.mid.spr = 23,0
p2.mid.facing = -1
p2.front.offset = 0,-1
p2.front.spr = 23,0
p2.front.facing = -1
p2.shift.offset = 0,-1 ;Ikemen feature
p2.shift.spr = 23,10   ;Ikemen feature
p2.shift.facing = -1   ;Ikemen feature
p2.range.x = 0,127
;Player 3
p3.pos    = 140,15
p3.red.spr = 22,0      ;Ikemen feature
p3.mid.spr = 23,0
p3.front.spr = 23,0
p3.shift.spr = 23,10   ;Ikemen feature
p3.range.x  = 0,-127
;Player 4
p4.pos    = 178,15
p4.red.spr = 22,0      ;Ikemen feature
p4.red.facing = -1     ;Ikemen feature
p4.mid.spr = 23,0
p4.mid.facing = -1
p4.front.spr = 23,0
p4.front.facing = -1
p4.shift.spr = 23,10   ;Ikemen feature
p4.shift.facing = -1   ;Ikemen feature
p4.range.x = 0,127

; Ikemen feature
[Tag_3P Lifebar]
mid.shift = 1          ;Ikemen feature: makes the shift element also affect mid element (default: 0)
mid.freeze = 0         ;Ikemen feature: controls mid element freezing during gethit/combo (default: 1)
mid.delay = 0          ;Ikemen feature: frames before mid element starts decreasing (default: 30)
mid.mult = 10.0        ;Ikemen feature: moving relation between mid value and life (default: 1.0)
mid.steps = 8          ;Ikemen feature: mid value decreasing steps (default: 8)
;Player 1
p1.pos    = 140,12
p1.bg0.anim = 30
p1.bg1.spr = 31,0
p1.red.offset = 0,-1   ;Ikemen feature
p1.red.spr = 32,0      ;Ikemen feature
p1.mid.offset = 0,-1
p1.mid.spr = 33,0
p1.front.offset = 0,-1
p1.front.spr = 33,0
p1.shift.offset = 0,-1 ;Ikemen feature
p1.shift.spr = 33,10   ;Ikemen feature
p1.range.x  = 0,-127
;Player 2
p2.pos    = 178,12
p2.bg0.anim = 30
p2.bg0.facing = -1
p2.bg1.spr = 31,0
p2.bg1.facing = -1
p2.red.offset = 0,-1   ;Ikemen feature
p2.red.spr = 32,0      ;Ikemen feature
p2.red.facing = -1     ;Ikemen feature
p2.mid.offset = 0,-1
p2.mid.spr = 33,0
p2.mid.facing = -1
p2.front.offset = 0,-1
p2.front.spr = 33,0
p2.front.facing = -1
p2.shift.offset = 0,-1 ;Ikemen feature
p2.shift.spr = 33,10   ;Ikemen feature
p2.shift.facing = -1   ;Ikemen feature
p2.range.x = 0,127
;Player 3
p3.pos    = 140,14
p3.red.spr = 32,0      ;Ikemen feature
p3.mid.spr = 33,0
p3.front.spr = 33,0
p3.shift.spr = 33,10   ;Ikemen feature
p3.range.x  = 0,-127
;Player 4
p4.pos    = 178,14
p4.red.spr = 32,0      ;Ikemen feature
p4.red.facing = -1     ;Ikemen feature
p4.mid.spr = 33,0
p4.mid.facing = -1
p4.front.spr = 33,0
p4.front.facing = -1
p4.shift.spr = 33,10   ;Ikemen feature
p4.shift.facing = -1   ;Ikemen feature
p4.range.x = 0,127
;Player 5
p5.pos    = 140,17
p5.red.spr = 32,0      ;Ikemen feature
p5.mid.spr = 33,0
p5.front.spr = 33,0
p5.shift.spr = 33,10   ;Ikemen feature
p5.range.x  = 0,-127
;Player 6
p6.pos    = 178,17
p6.red.spr = 32,0      ;Ikemen feature
p6.red.facing = -1     ;Ikemen feature
p6.mid.spr = 33,0
p6.mid.facing = -1
p6.front.spr = 33,0
p6.front.facing = -1
p6.shift.spr = 33,10   ;Ikemen feature
p6.shift.facing = -1   ;Ikemen feature
p6.range.x = 0,127

; Ikemen feature
[Tag_4P Lifebar]
mid.shift = 1          ;Ikemen feature: makes the shift element also affect mid element (default: 0)
mid.freeze = 0         ;Ikemen feature: controls mid element freezing during gethit/combo (default: 1)
mid.delay = 0          ;Ikemen feature: frames before mid element starts decreasing (default: 30)
mid.mult = 10.0        ;Ikemen feature: moving relation between mid value and life (default: 1.0)
mid.steps = 8          ;Ikemen feature: mid value decreasing steps (default: 8)
;Player 1
p1.pos    = 140,12
p1.bg0.anim = 34
p1.bg1.spr = 35,0
p1.red.offset = 0,-1   ;Ikemen feature
p1.red.spr = 36,0      ;Ikemen feature
p1.mid.offset = 0,-1
p1.mid.spr = 37,0
p1.front.offset = 0,-1
p1.front.spr = 37,0
p1.shift.offset = 0,-1 ;Ikemen feature
p1.shift.spr = 37,10   ;Ikemen feature
p1.range.x  = 0,-127
;Player 2
p2.pos    = 178,12
p2.bg0.anim = 34
p2.bg0.facing = -1
p2.bg1.spr = 35,0
p2.bg1.facing = -1
p2.red.offset = 0,-1   ;Ikemen feature
p2.red.spr = 36,0      ;Ikemen feature
p2.red.facing = -1     ;Ikemen feature
p2.mid.offset = 0,-1
p2.mid.spr = 37,0
p2.mid.facing = -1
p2.front.offset = 0,-1
p2.front.spr = 37,0
p2.front.facing = -1
p2.shift.offset = 0,-1 ;Ikemen feature
p2.shift.spr = 37,10   ;Ikemen feature
p2.shift.facing = -1   ;Ikemen feature
p2.range.x = 0,127
;Player 3
p3.pos    = 140,13
p3.red.spr = 36,0      ;Ikemen feature
p3.mid.spr = 37,0
p3.front.spr = 37,0
p3.shift.spr = 37,10   ;Ikemen feature
p3.range.x  = 0,-127
;Player 4
p4.pos    = 178,13
p4.red.spr = 36,0      ;Ikemen feature
p4.red.facing = -1     ;Ikemen feature
p4.mid.spr = 37,0
p4.mid.facing = -1
p4.front.spr = 37,0
p4.front.facing = -1
p4.shift.spr = 37,10   ;Ikemen feature
p4.shift.facing = -1   ;Ikemen feature
p4.range.x = 0,127
;Player 5
p5.pos    = 140,15
p5.red.spr = 36,0      ;Ikemen feature
p5.mid.spr = 37,0
p5.front.spr = 37,0
p5.shift.spr = 37,10   ;Ikemen feature
p5.range.x  = 0,-127
;Player 6
p6.pos    = 178,15
p6.red.spr = 36,0      ;Ikemen feature
p6.red.facing = -1     ;Ikemen feature
p6.mid.spr = 37,0
p6.mid.facing = -1
p6.front.spr = 37,0
p6.front.facing = -1
p6.shift.spr = 37,10   ;Ikemen feature
p6.shift.facing = -1   ;Ikemen feature
p6.range.x = 0,127
;Player 7
p7.pos    = 140,17
p7.red.spr = 36,0      ;Ikemen feature
p7.mid.spr = 37,0
p7.front.spr = 37,0
p7.shift.spr = 37,10   ;Ikemen feature
p7.range.x  = 0,-127
;Player 8
p8.pos    = 178,17
p8.red.spr = 36,0      ;Ikemen feature
p8.red.facing = -1     ;Ikemen feature
p8.mid.spr = 37,0
p8.mid.facing = -1
p8.front.spr = 37,0
p8.front.facing = -1
p8.shift.spr = 37,10   ;Ikemen feature
p8.shift.facing = -1   ;Ikemen feature
p8.range.x = 0,127

[Turns Lifebar]
;Player 1
p1.pos    = 140,12
p1.bg0.anim = 10
p1.bg1.spr = 11,0
p1.mid.spr = 12,0
p1.front.spr = 13,0
p1.shift.spr = 13,10   ;Ikemen feature
p1.range.x  = 0,-127
;Player 2
p2.pos    = 178,12
p2.bg0.anim = 10
p2.bg0.facing = -1
p2.bg1.spr = 11,0
p2.bg1.facing = -1
p2.mid.spr = 12,0
p2.mid.facing = -1
p2.front.spr = 13,0
p2.front.facing = -1
p2.shift.spr = 13,10   ;Ikemen feature
p2.shift.facing = -1   ;Ikemen feature
p2.range.x = 0,127

;-----------------------------------------------------------
[Powerbar]
;Player 1
p1.pos    = 140,22
p1.bg0.anim = 40
p1.bg1.spr = 41,0
;p1.mid.spr = 42,0
p1.front.spr = 43,0
p1.range.x = 0,-107
p1.counter.offset = -108,6
p1.counter.font = 1,0, 0
p1.levelbars = 0       ;Ikemen feature

;Player 2
p2.pos    = 178,22
p2.bg0.anim = 40
p2.bg0.facing = -1
p2.bg1.spr = 41,0
p2.bg1.facing = -1
;p2.mid.spr = 42,0
;p2.mid.facing = -1
p2.front.spr = 43,0
p2.front.facing = -1
p2.range.x  = 0,107
p2.counter.offset = 109,6
p2.counter.font = 1,0, 0
p2.levelbars = 0       ;Ikemen feature

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

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

;-----------------------------------------------------------
;Ikemen feature
;[Guardbar]

;-----------------------------------------------------------
;Ikemen feature
;[Stunbar]

;-----------------------------------------------------------
[Face]
;Player 1
p1.pos    = 2,12
p1.bg.spr = 50,0
p1.face.spr = 9000,0
p1.face.facing = 1
p1.face.offset = 0,10
;Player 2
p2.pos    = 316,12
p2.bg.spr = 50,0
p2.bg.facing = -1
p2.face.spr = 9000,0
p2.face.facing = -1
p2.face.offset = 0,10

[Simul Face]
;Player 1
p1.pos    = 2,12
p1.bg.spr = 50,0
p1.face.spr = 9000,0
p1.face.facing = 1
p1.face.offset = 0,10
;Player 2
p2.pos    = 316,12
p2.bg.spr = 50,0
p2.bg.facing = -1
p2.face.spr = 9000,0
p2.face.facing = -1
p2.face.offset = 0,10
;Player 3
p3.pos = 30,30
p3.bg.spr = 70,0
p3.face.spr = 9000,0
p3.face.scale = 0.64,0.64
p3.face.facing = 1
p3.face.offset = 1,1
;Player 4
p4.pos = 288,30
p4.bg.spr = 70,0
p4.bg.facing = -1
p4.face.spr = 9000,0
p4.face.scale = 0.64,0.64
p4.face.facing = -1
p4.face.offset = -1,1

; Ikemen feature
[Simul_3P Face]
;Player 1
p1.pos    = 2,12
p1.bg.spr = 50,0
p1.face.spr = 9000,0
p1.face.facing = 1
p1.face.offset = 0,10
;Player 2
p2.pos    = 316,12
p2.bg.spr = 50,0
p2.bg.facing = -1
p2.face.spr = 9000,0
p2.face.facing = -1
p2.face.offset = 0,10
;Player 3
p3.pos = 30,30
p3.bg.spr = 70,0
p3.face.spr = 9000,0
p3.face.scale = 0.64,0.64
p3.face.facing = 1
p3.face.offset = 1,1
;Player 4
p4.pos = 288,30
p4.bg.spr = 70,0
p4.bg.facing = -1
p4.face.spr = 9000,0
p4.face.scale = 0.64,0.64
p4.face.facing = -1
p4.face.offset = -1,1
;Player 5
p5.pos = 50,30
p5.bg.spr = 70,0
p5.face.spr = 9000,0
p5.face.scale = 0.64,0.64
p5.face.facing = 1
p5.face.offset = 1,1
;Player 6
p6.pos = 268,30
p6.bg.spr = 70,0
p6.bg.facing = -1
p6.face.spr = 9000,0
p6.face.scale = 0.64,0.64
p6.face.facing = -1
p6.face.offset = -1,1

; Ikemen feature
[Simul_4P Face]
;Player 1
p1.pos    = 2,12
p1.bg.spr = 50,0
p1.face.spr = 9000,0
p1.face.facing = 1
p1.face.offset = 0,10
;Player 2
p2.pos    = 316,12
p2.bg.spr = 50,0
p2.bg.facing = -1
p2.face.spr = 9000,0
p2.face.facing = -1
p2.face.offset = 0,10
;Player 3
p3.pos = 30,30
p3.bg.spr = 70,0
p3.face.spr = 9000,0
p3.face.scale = 0.64,0.64
p3.face.facing = 1
p3.face.offset = 1,1
;Player 4
p4.pos = 288,30
p4.bg.spr = 70,0
p4.bg.facing = -1
p4.face.spr = 9000,0
p4.face.scale = 0.64,0.64
p4.face.facing = -1
p4.face.offset = -1,1
;Player 5
p5.pos = 50,30
p5.bg.spr = 70,0
p5.face.spr = 9000,0
p5.face.scale = 0.64,0.64
p5.face.facing = 1
p5.face.offset = 1,1
;Player 6
p6.pos = 268,30
p6.bg.spr = 70,0
p6.bg.facing = -1
p6.face.spr = 9000,0
p6.face.scale = 0.64,0.64
p6.face.facing = -1
p6.face.offset = -1,1
;Player 7
p7.pos = 70,30
p7.bg.spr = 70,0
p7.face.spr = 9000,0
p7.face.scale = 0.64,0.64
p7.face.facing = 1
p7.face.offset = 1,1
;Player 8
p8.pos = 248,30
p8.bg.spr = 70,0
p8.bg.facing = -1
p8.face.spr = 9000,0
p8.face.scale = 0.64,0.64
p8.face.facing = -1
p8.face.offset = -1,1

; Ikemen feature
[Tag Face]
;Player 1
p1.pos    = 2,12
p1.bg.spr = 50,0
p1.face.spr = 9000,0
p1.face.facing = 1
p1.face.offset = 0,10
;Player 2
p2.pos    = 316,12
p2.bg.spr = 50,0
p2.bg.facing = -1
p2.face.spr = 9000,0
p2.face.facing = -1
p2.face.offset = 0,10
;Player 3
p3.pos = 30,30
p3.bg.spr = 70,0
p3.ko.spr = 71,0
p3.face.spr = 9000,0
p3.face.scale = 0.64,0.64
p3.face.facing = 1
p3.face.offset = 1,1
;Player 4
p4.pos = 288,30
p4.bg.spr = 70,0
p4.bg.facing = -1
p4.ko.spr = 71,0
p4.ko.facing = -1
p4.face.spr = 9000,0
p4.face.scale = 0.64,0.64
p4.face.facing = -1
p4.face.offset = -1,1
;Player 5
p5.pos = 50,30
p5.bg.spr = 70,0
p5.ko.spr = 71,0
p5.face.spr = 9000,0
p5.face.scale = 0.64,0.64
p5.face.facing = 1
p5.face.offset = 1,1
;Player 6
p6.pos = 268,30
p6.bg.spr = 70,0
p6.bg.facing = -1
p6.ko.spr = 71,0
p6.ko.facing = -1
p6.face.spr = 9000,0
p6.face.scale = 0.64,0.64
p6.face.facing = -1
p6.face.offset = -1,1
;Player 7
p7.pos = 70,30
p7.bg.spr = 70,0
p7.ko.spr = 71,0
p7.face.spr = 9000,0
p7.face.scale = 0.64,0.64
p7.face.facing = 1
p7.face.offset = 1,1
;Player 8
p8.pos = 248,30
p8.bg.spr = 70,0
p8.bg.facing = -1
p8.ko.spr = 71,0
p8.ko.facing = -1
p8.face.spr = 9000,0
p8.face.scale = 0.64,0.64
p8.face.facing = -1
p8.face.offset = -1,1

[Turns Face]
;Player 1
p1.pos    = 2,12
p1.bg.spr = 50,0
p1.face.spr = 9000,0
p1.face.facing = 1
p1.face.offset = 0,10
p1.teammate.pos = 30,30
p1.teammate.spacing = 20,0
p1.teammate.bg.spr = 70,0
p1.teammate.ko.spr = 71,0
p1.teammate.face.spr = 9000,0
p1.teammate.face.scale = 0.64,0.64
p1.teammate.face.facing = 1
p1.teammate.face.offset = 1,1
;Player 2
p2.pos    = 316,12
p2.bg.spr = 50,0
p2.bg.facing = -1
p2.face.spr = 9000,0
p2.face.facing = -1
p2.face.offset = 0,10
p2.teammate.pos = 288,30
p2.teammate.spacing = -20,0
p2.teammate.bg.spr = 70,0
p2.teammate.bg.facing = -1
p2.teammate.ko.spr = 71,0
p2.teammate.ko.facing = -1
p2.teammate.face.spr = 9000,0
p2.teammate.face.scale = 0.64,0.64
p2.teammate.face.facing = -1
p2.teammate.face.offset = -1,1

;-----------------------------------------------------------
[Name]
;Player 1
p1.pos = 14,10
;p1.bg. =
p1.name.font = 3,0, 1
;Player 2
p2.pos = 305,10
;p2.bg. =
p2.name.font = 3,0, -1

[Simul Name]
;Player 1
p1.pos = 14,10
;p1.bg. =
p1.name.font = 3,0, 1
;Player 2
p2.pos = 305,10
;p2.bg. =
p2.name.font = 3,0, -1
;Player 3
p3.pos = 14,20
;p3.bg. =
p3.name.font = 3,0, 1
;Player 4
p4.pos = 305,20
;p4.bg. =
p4.name.font = 3,0, -1

; Ikemen feature
[Simul_3P Name]
;Player 1
p1.pos = 14,10
;p1.bg. =
p1.name.font = 3,0, 1
;Player 2
p2.pos = 305,10
;p2.bg. =
p2.name.font = 3,0, -1

; Ikemen feature
[Simul_4P Name]
;Player 1
p1.pos = 14,10
;p1.bg. =
p1.name.font = 3,0, 1
;Player 2
p2.pos = 305,10
;p2.bg. =
p2.name.font = 3,0, -1

; Ikemen feature
[Tag Name]
;Player 1
p1.pos = 14,10
;p1.bg. =
p1.name.font = 3,0, 1
;Player 2
p2.pos = 305,10
;p2.bg. =
p2.name.font = 3,0, -1

[Turns Name]
;Player 1
p1.pos = 14,10
;p1.bg. =
p1.name.font = 3,0, 1
;Player 2
p2.pos = 305,10
;p2.bg. =
p2.name.font = 3,0, -1

;-----------------------------------------------------------
[Time]
pos = 160,23
; Uncomment the following line to use a bg component
;bg.spr = 
; Time count display
counter.offset = 0,0
counter.font = 2,0, 0
; Ticks for each count
framespercount = 60

;-----------------------------------------------------------
[Combo]
team1.pos = 10,80         ;Coords to show
team1.start.x = -40       ;Starting x-coords
team1.counter.layerno = 2
team1.counter.font = 2,4,1
team1.counter.shake = 1   ;Set to 1 to shake count on hit
team1.counter.time = 7    ;Ikemen feature: length of the counter shake
team1.counter.mult = 0.05 ;Ikemen feature: counter shake intensity multiplier
team1.text.layerno = 2
; Ikemen feature (text format %i = combo count, %d = combo damage, %p = combo damage percentage)
team1.text.text = Rush!   ;You can use %i to show count in the text, eg "%i Hit!"
team1.text.font = 1,0,1
team1.text.offset = 3,0   ;Offset of text
team1.displaytime = 90    ;Time to show text
team1.showspeed = 8       ;Ikemen feature: text showing up speed (1 = instant)
team1.hidespeed = 4       ;Ikemen feature: text hiding speed (the larger value, the faster speed)

team2.pos = 309,80        ;Coords to show
team2.start.x = 359       ;Starting x-coords
team2.counter.layerno = 2
team2.counter.font = 2,4,-1
team2.counter.shake = 1   ;Set to 1 to shake count on hit
team2.counter.time = 7    ;Ikemen feature: length of the counter shake
team2.counter.mult = 0.05 ;Ikemen feature: counter shake intensity multiplier
team2.text.layerno = 2
; Ikemen feature (text format %i = combo count, %d = combo damage, %p = combo damage percentage)
team2.text.text = Rush!   ;You can use %i to show count in the text, eg "%i Hit!"
team2.text.font = 1,0,-1
team2.text.offset = 3,0   ;Offset of text
team2.displaytime = 90    ;Time to show text
team2.showspeed = 8       ;Ikemen feature: text showing up speed (1 = instant)
team2.hidespeed = 4       ;Ikemen feature: text hiding speed (the larger value, the faster speed)

; Ikemen feature (format combo damage percentage presentation)
format.decimal.places = 0
format.decimal.separator = .

;-----------------------------------------------------------
; Ikemen feature
[Action]
team1.pos = 10,95         ;Coords to show
team1.spacing = 0,3       ;Spacing
team1.start.x = -40       ;Starting x-coords
team1.bg.layerno = 2
team1.bg.offset = 25,0
team1.bg.anim = 400
team1.bg.scale = 0.5,0.5
team1.bg.spr = 
team1.front.layerno = 2
team1.front.offset = 25,0
team1.front.scale = 0.5,0.5
team1.text.layerno = 2
team1.text.font = 1,0,1
team1.text.offset = 3,0   ;Offset of text
team1.text.scale = 1,1
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 = 309,95        ;Coords to show
team2.spacing = 0,3       ;Spacing
team2.start.x = 359       ;Starting x-coords
team2.bg.layerno = 2
team2.bg.offset = -25,0
team2.bg.anim = 400
team2.bg.scale = 0.5,0.5
team2.bg.spr = 
team2.front.layerno = 2
team2.front.offset = -25,0
team2.front.scale = 0.5,0.5
team2.text.layerno = 2
team2.text.font = 1,0,-1
team2.text.offset = 3,0   ;Offset of text
team2.text.scale = 1,1
team2.displaytime = 60    ;Time to show message
team2.showspeed = 2       ;Message showing up speed (1 = instant)
team2.hidespeed = 8       ;Message hiding speed (the larger value, the faster speed)

[Begin Action 400]
400,0, 0,0, -1, ,AS80D128

;-----------------------------------------------------------
[Round]
match.wins = 2              ;Rounds needed to win a match (Ikemen feature: depreciated, this setting can be configured in in-game options)
match.maxdrawgames = 1      ;Max number of drawgames allowed (-1 for infinite) *2001.11.01 NEW*
start.waittime = 30         ;Time to wait before starting intro

; Default position for all components
pos = 0,0

; ROUND X
round.time = 0              ;Time to show round display
round.default.offset = 160, 100
; Default component to show for each round. Text can include a %i to
; the round number. Use "round.default.anim" for animation instead of
; text.
round.default.font = 1,0, 0
round.default.text = Round %i
round.default.displaytime = 60
; Sounds to play for each round (optional, specify up to round 9)
round1.snd = 0,1
round2.snd = 0,2
round3.snd = 0,3
round.sndtime = 0           ;Time to play the sounds
; Components to show for each round (optional, specify up to round 9)
; Uncomment to use
;round1.offset = 160, 100
;round1.anim = 

; FIGHT
fight.time = 0              ;Time to show FIGHT component
fight.offset = 160, 110     ;Component for FIGHT display
fight.anim = 80             ;.
fight.snd = 1,0             ;Sound to play
fight.sndtime = 0           ;Time to play sound

callfight.time = 60         ;Ikemen feature: Time to wait before starting fight
ctrl.time = 30              ;Time players get control after starting fight

; KO
KO.time    = 0              ;Time to show KO component
KO.offset  = 160, 70        ;Component for KO display
KO.anim    = 200            ;.
KO.snd     = 2,0            ;Sound to play for KO announcement
; Double KO
DKO.offset = 160, 70
DKO.font   = 1,5
DKO.text   = Double K.O.
DKO.displaytime = 60
DKO.snd    = 2,1
; Time Over
TO.offset  = 160, 70
TO.font    = 1,5
TO.text    = Time Over
TO.displaytime = 60
TO.snd     = 2,2
KO.sndtime = 0             ;Time to play sound for KO, DKO and TO.

slow.time = 60             ;Total KO slowdown length (in ticks)
slow.fadetime = 45         ;Ikemen feature: KO slowdown fade length (default: 75% of slow.time)
slow.speed = 0.25          ;Ikemen feature: KO slowdown game speed adjustment (default: 0.25)

over.waittime = 45         ;Time to wait after KO before player control is stopped
over.hittime = 10          ;Time after KO that players can still damage each other (for double KO)
over.wintime = 45          ;Time to wait before players change to win states
over.time = 270            ;Time to wait before round ends

; Win text
win.time = 60              ;Time to wait before showing win/draw message
win.offset = 160, 70
win.font = 1,0
win.text = %s Wins
win.displaytime = 540
; 2-player win text
win2.offset = 160, 70
win2.font = 1,0
win2.text = %s and %s Win
win2.displaytime = 540
; Ikemen feature: 3-player win text
win3.offset = 160, 70
win3.font = 1,0
win3.text = Team %s Wins
win3.displaytime = 540
; Ikemen feature: 4-player win text
win4.offset = 160, 70
win4.font = 1,0
win4.text = Team %s Wins
win4.displaytime = 540
; Draw text
draw.offset = 160, 70
draw.font = 1,0
draw.text = Draw Game
draw.displaytime = 540

; Fade
fadein.time = 30           ;Ikemen feature: round start fade time (default: 30)
fadein.col = 0, 0, 0       ;Ikemen feature: round start fade color (default: 0,0,0)
fadeout.time = 30          ;Ikemen feature: round end fade time (default: 30, extends over.time if fadeout.time is longer)
fadeout.col = 0, 0, 0      ;Ikemen feature: round end fade color (default: 0,0,0)
shutter.time = 15          ;Ikemen feature: skip intro fade time (default: 15, whole anim is twice as long)
shutter.col = 0, 0, 0      ;Ikemen feature: skip intro fade color (default: 0,0,0)

;"Fight!" Animation
[Begin Action 80]
80,0, 0,0, 1
80,6, 0,0, 1
80,7, 0,0, 1
80,6, 0,0, 1
80,0, 0,0, 30
80,1, 0,0, 1
80,2, 0,0, 1
80,3, 0,0, 1
80,4, 0,0, 1
80,5, 0,0, 1

;"K.O." Animation
[Begin Action 200]
-1,-1, 0,0, 5
200,2, 0,0, 2, ,A1
200,1, 0,0, 2, ,A
200,2, 0,0, 2, ,A
200,2, 0,0, 18, ,A1
200,4, 0,0, 2, ,A1
200,3, 0,0, 2, ,A
200,4, 0,0, 2, ,A
200,4, 0,0, 18, ,A1
200,0, 0,0, 2, ,A1
200,5, 0,0, 2, ,A1
200,5, 0,0, 2, ,A
200,5, 0,0, 2, ,A1
200,0, 0,0, 2, ,A1
200,0, 0,0, 50
200,6, 0,0, 1, ,A1
200,7, 0,0, 1, ,A1
200,8, 0,0, 1, ,A1
200,9, 0,0, 1, ,A1
200,10, 0,0, 1, ,A1

;-----------------------------------------------------------
[WinIcon]
p1.pos = 136,34
p2.pos = 182,34
; Offset for next icon (x,y)
p1.iconoffset = -8,0  
p2.iconoffset = 8,0
; Counter text font and offset for representing wins
p1.counter.offset = 0,0
p1.counter.font = 2,1
p1.counter.scale = 0.5,0.5
p2.counter.offset = 0,0
p2.counter.font = 2,1
p2.counter.scale = 0.5,0.5
; Win by normal
p1.n.spr = 100,0
p1.n.scale = 0.5,0.5
p2.n.spr = 100,0
p2.n.scale = 0.5,0.5
; Win by special
p1.s.spr = 101,0
p1.s.scale = 0.5,0.5
p2.s.spr = 101,0
p2.s.scale = 0.5,0.5
; Win by hyper (super)
p1.h.spr = 102,0
p1.h.scale = 0.5,0.5
p2.h.spr = 102,0
p2.h.scale = 0.5,0.5
; Win by normal throw
p1.throw.spr = 103,0
p1.throw.scale = 0.5,0.5
p2.throw.spr = 103,0
p2.throw.scale = 0.5,0.5
; Win by cheese
p1.c.spr = 104,0
p1.c.scale = 0.5,0.5
p2.c.spr = 104,0
p2.c.scale = 0.5,0.5
; Win by time over
p1.t.spr = 105,0
p1.t.scale = 0.5,0.5
p2.t.spr = 105,0
p2.t.scale = 0.5,0.5
; Win by suicide (here's a fun one)
p1.suicide.spr = 106,0
p1.suicide.scale = 0.5,0.5
p2.suicide.spr = 106,0
p2.suicide.scale = 0.5,0.5
; Opponent beaten by his own teammate (another fun one)
p1.teammate.spr = 107,0
p1.teammate.scale = 0.5,0.5
p2.teammate.spr = 107,0
p2.teammate.scale = 0.5,0.5
; Win by perfect (overlay icon)
p1.perfect.spr = 110,0
p1.perfect.scale = 0.5,0.5
p2.perfect.spr = 110,0
p2.perfect.scale = 0.5,0.5
; Use icons up until this number of wins
useiconupto = 4

;-----------------------------------------------------------
; Ikemen feature
[WinCount]
p1.pos = 141,8
;p1.bg.spr = 
p1.text.font = 3,0, -1
p1.text.text = WINS %s

p2.pos = 178,8
;p2.bg.spr = 
p2.text.font = 3,0, 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

;-----------------------------------------------------------
; Ikemen feature
[Timer]
pos = 141,8
;bg.spr = 
text.font = 3,0, -1
; Time format: %m = minutes, %s = seconds, %x = milliseconds
text.text = TIME:%m:%s.%x

enabled.timeattack = 1
enabled.timechallenge = 1

;-----------------------------------------------------------
; Ikemen feature
[Score]
p1.pos = 141,8
;p1.bg.spr = 
p1.text.font = 3,0, -1
p1.text.text = %s

p2.pos = 178,8
;p2.bg.spr = 
p2.text.font = 3,0, 1
p2.text.text = %s

score.min = 0
score.max = 9999999
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

;-----------------------------------------------------------
; Ikemen feature
[Match]
pos = 141,8
;bg.spr = 
text.font = 3,0, -1
text.text = STAGE %s

enabled.netplaysurvivalcoop = 1
enabled.survival = 1
enabled.survivalcoop = 1
enabled.vs100kumite = 1

;-----------------------------------------------------------
; Ikemen feature
[AILevel]
p1.pos = 141,8
;p1.bg.spr = 
p1.text.font = 3,0, -1
; %s = integer value, %p = percentage
p1.text.text = CPU-%s

p2.pos = 178,8
;p2.bg.spr = 
p2.text.font = 3,0, 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

;-----------------------------------------------------------
; Ikemen feature
[Mode]
demo.pos = 305,10
;demo.bg.spr = 
demo.text.font = 3,0, -1
demo.text.text = Demo Mode

;-----------------------------------------------------------
; Ikemen feature
[Ratio]
p1.pos          = 7, 15
p1.level1.spr   = 300, 0
p1.level1.scale = 0.5, 0.5
p1.level2.spr   = 300, 1
p1.level2.scale = 0.5, 0.5
p1.level3.spr   = 300, 2
p1.level3.scale = 0.5, 0.5
p1.level4.spr   = 300, 3
p1.level4.scale = 0.5, 0.5
p2.pos          = 311, 15
p2.level1.spr   = 300, 0
p2.level1.scale = 0.5, 0.5
p2.level2.spr   = 300, 1
p2.level2.scale = 0.5, 0.5
p2.level3.spr   = 300, 2
p2.level3.scale = 0.5, 0.5
p2.level4.spr   = 300, 3
p2.level4.scale = 0.5, 0.5

;-----------------------------------------------------------
; 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 (Ikemen feature)
;
; 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 (Ikemen feature)
;   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.
