Hi,
I have a problem with this Lifebars for Mugen 1.0 :
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How I can change the size in the Fight.def.
Full code :
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[Files]
sff =fight.sff
snd =fight.snd
font1 =font/Comfont.fnt
font2 =font/timer.fnt
font3 =font/CFJNAME.fnt
font4 =font/SFIII2ndcombo.fnt
font5 =font/mshname.fnt
font6 =font/mshbig.fnt
font7 =font/compteur.fnt
font8 =font/timer.fnt
fightfx.sff =fightfx.sff
fightfx.air =fightfx.air
common.snd =common.snd
[Lifebar]
;Player 1
p1.pos = 35,0
p1.bg0.anim = 2
p1.bg0.offset = 0,0
p1.bg0.layerno = 1
p1.bg1.spr = 1,3
p1.bg1.offset = 1,0
p1.bg1.layerno = 1
p1.bg2.spr = 0,0
p1.bg2.offset = 0,0
p1.bg2.layerno = 2
p1.mid.spr = 1,1
p1.mid.layerno = 1
p1.front.spr = 1,0
p1.front.offset = 0,0
p1.front.layerno = 1
p1.range.x = 104,0
;Player 2
p2.pos = 286,0
p2.bg0.anim = 2
p2.bg0.facing = -1
p2.bg0.offset = -2,0
p2.bg0.layerno = 1
p2.bg1.spr = 1,3
p2.bg1.facing = -1
p2.bg1.offset = -3,0
p2.bg1.layerno = 1
p2.bg2.spr = 0,1
p2.bg2.offset = 0,0
p2.bg2.layerno = 2
p2.mid.spr = 1,1
p2.mid.facing = -1
p2.mid.offset = -2,0
p2.mid.layerno = 1
p2.front.spr = 1,0
p2.front.facing = -1
p2.front.offset = -2,0
p2.front.layerno = 1
p2.range.x = -106,0
[Begin Action 2]
1,2,0,0,1,,A1
[Simul Lifebar]
p1.pos = 35,0
p1.bg0.anim = 2
p1.bg0.offset = 0,0
p1.bg0.layerno = 1
p1.bg1.spr = 1,4
p1.bg1.offset = 1,0
p1.bg1.layerno = 1
p1.bg2.spr = 0,4
p1.bg2.offset = 0,0
p1.bg2.layerno = 2
p1.mid.spr = 1,1
p1.mid.layerno = 1
p1.front.spr = 1,0
p1.front.offset = 0,0
p1.front.layerno = 1
p1.range.x = 104,0
p2.pos = 286,0
p2.bg0.anim = 2
p2.bg0.facing = -1
p2.bg0.offset = -2,0
p2.bg0.layerno = 1
p2.bg1.spr = 1,4
p2.bg1.facing = -1
p2.bg1.offset = -3,0
p2.bg1.layerno = 1
p2.bg2.spr = 0,5
p2.bg2.offset = 0,0
p2.bg2.layerno = 2
p2.mid.spr = 1,1
p2.mid.facing = -1
p2.mid.offset = -2,0
p2.mid.layerno = 1
p2.front.spr = 1,0
p2.front.facing = -1
p2.front.offset = -2,0
p2.front.layerno = 1
p2.range.x = -104,0
p3.pos = 35,0
p3.bg0.anim = 2
p3.bg0.offset = 0,0
p3.bg0.layerno = 1
p3.bg1.spr = 1,4
p3.bg1.offset = 1,0
p3.bg1.layerno = 1
p3.bg2.spr = 0,4
p3.bg2.offset = 0,0
p3.bg2.layerno = 2
p3.mid.spr = 1,1
p3.mid.layerno = 1
p3.front.spr = 1,0
p3.front.offset = 0,0
p3.front.layerno = 1
p3.range.x = 104,0
p4.pos = 286,0
p4.bg0.anim = 2
p4.bg0.facing = -1
p4.bg0.offset = -2,0
p4.bg0.layerno = 1
p4.bg1.spr = 1,4
p4.bg1.facing = -1
p4.bg1.offset = -3,0
p4.bg1.layerno = 1
p4.bg2.spr = 0,5
p4.bg2.offset = 0,0
p4.bg2.layerno = 2
p4.mid.spr = 1,1
p4.mid.facing = -1
p4.mid.offset = -2,0
p4.mid.layerno = 1
p4.front.spr = 1,0
p4.front.facing = -1
p4.front.offset = -2,0
p4.front.layerno = 1
p4.range.x = -104,0
[Begin Action 7]
1,7,0,0,1,,A1
[Turns Lifebar]
;Player 1
p1.pos = 35,0
p1.bg0.anim = 2
p1.bg0.offset = 0,0
p1.bg0.layerno = 1
p1.bg1.spr = 1,3
p1.bg1.offset = 1,0
p1.bg1.layerno = 1
p1.bg2.spr = 0,0
p1.bg2.offset = 0,0
p1.bg2.layerno = 2
p1.mid.spr = 1,1
p1.mid.layerno = 1
p1.front.spr = 1,0
p1.front.offset = 0,0
p1.front.layerno = 1
p1.range.x = 104,0
;Player 2
p2.pos = 286,0
p2.bg0.anim = 2
p2.bg0.facing = -1
p2.bg0.offset = -2,0
p2.bg0.layerno = 1
p2.bg1.spr = 1,3
p2.bg1.facing = -1
p2.bg1.offset = -3,0
p2.bg1.layerno = 1
p2.bg2.spr = 0,1
p2.bg2.offset = 0,0
p2.bg2.layerno = 2
p2.mid.spr = 1,1
p2.mid.facing = -1
p2.mid.offset = -2,0
p2.mid.layerno = 1
p2.front.spr = 1,0
p2.front.facing = -1
p2.front.offset = -2,0
p2.front.layerno = 1
p2.range.x = -104,0
[Powerbar]
p1.pos = 23,226
p1.bg0.spr = 2,0
p1.bg0.layerno = 2
p1.front.anim = 10
p1.front.layerno = 1
p1.range.x = 112,3
p1.counter.offset = 18,-5
p1.counter.font = 4,0,0
p1.counter.layerno = 2
p2.pos = 293,226
p2.bg0.spr = 2,1
p2.bg0.facing = -1
p2.bg0.layerno = 2
p2.front.anim = 15
p2.front.facing = -1
p2.front.offset = -3,0
p2.front.layerno = 1
p2.range.x = -102,3
p2.counter.offset = -15,-5
p2.counter.font = 4,0,0
p2.counter.facing = -1
p2.counter.layerno = 2
; --level sounds---
level1.snd = 21,0
level2.snd = 21,0
level3.snd = 22,0
[Begin Action 10]
3,0, 0,0, 1,,
[Begin Action 15]
9,0, 0,0, 1,,
[Face]
p1.pos = 7,14
p1.bg.spr = 0,2
p1.bg.offset = 28,-14
p1.bg.layerno = 1
p1.face.spr = 9000,0
p1.face.facing = 1
p1.face.layerno = 1
p1.face.offset = 0,0
p2.pos = 311,14
p2.bg.spr = 0,3
p2.bg.offset = -25,-14
p2.bg.layerno = 1
p2.face.layerno = 1
p2.face.spr = 9000,0
p2.face.facing = -1
p2.face.offset = 1,0
[Simul Face]
p1.pos = 7,14
p1.bg.spr = 0,2
p1.bg.offset = 28,-14
p1.bg.layerno = 1
p1.face.spr = 9000,0
p1.face.facing = 1
p1.face.layerno = 1
p1.face.offset = 0,0
p2.pos = 311,14
p2.bg.spr = 0,3
p2.bg.offset = -25,-14
p2.bg.layerno = 1
p2.face.layerno = 1
p2.face.spr = 9000,0
p2.face.facing = -1
p2.face.offset = 1,0
[Turns Face]
p1.pos = 7,14
p1.bg.spr = 0,2
p1.bg.offset = 28,-14
p1.bg.layerno = 1
p1.face.spr = 9000,0
p1.face.facing = 1
p1.face.layerno = 1
p1.face.offset = 0,0
p2.pos = 311,14
p2.bg.spr = 0,3
p2.bg.offset = -25,-14
p2.bg.layerno = 1
p2.face.layerno = 1
p2.face.spr = 9000,0
p2.face.facing = -1
p2.face.offset = 1,0
;-----------------------------------------------------------
[Name]
p1.pos = 36,44
p1.name.font = 1,0, 1
p1.name.layerno = 1
p2.pos = 284,44
p2.name.font = 1,0, -1
p2.name.layerno = 1
[Simul Name]
p1.pos = 36,44
p1.name.font = 1,0, 1
p1.name.layerno = 1
p2.pos = 284,44
p2.name.font = 1,0, -1
p2.name.layerno = 1
p3.pos = 100,64
p3.name.font = 1,0, -1
p3.name.layerno = 1
p4.pos = 284,64
p4.name.font = 1,0, -1
p4.name.layerno = 1
[Turns Name]
p1.pos = 36,44
p1.name.font = 1,0, 1
p1.name.layerno = 1
p2.pos = 284,44
p2.name.font = 1,0, -1
p2.name.layerno = 1
;-----------------------------------------------------------
[Time]
pos = 154,38
counter.offset = 6,-14
counter.layerno = 2
counter.font = 2,0,0
framespercount = 60
;-----------------------------------------------------------
[Combo]
pos = 50,90
start.x = -240
counter.font = 7,0,0
counter.offset = 0,0
counter.shake = 0
counter.layerno = 2
text.text = AVENGER RUSH COMBO
text.font = 5,0,0
text.offset = 5,-2
text.layerno = 2
displaytime = 60
;-----------------------------------------------------------
[Round]
match.wins = 1
match.maxdrawgames = 1
start.waittime = 10
pos = 0,0
round.time = 0
round.default.offset = 160,130
round.default.font = 6,0,0
round.default.text = READY
round.default.displaytime = 60
round1.offset = 160, 100
round2.offset = 160, 100
round3.offset = 160, 100
round4.offset = 160, 100
round5.offset = 160, 100
round6.offset = 160, 100
round7.offset = 160, 100
round8.offset = 160, 100
round9.offset = 160, 100
round1.anim = 79
round2.anim = 78
round3.anim = 78
round4.anim = 78
round5.anim = 78
round6.anim = 78
round7.anim = 78
round8.anim = 78
round9.anim = 78
; 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 = 0,3
round5.snd = 0,3
round6.snd = 0,3
round7.snd = 0,3
round8.snd = 0,3
round9.snd = 0,3
round.sndtime = 0 ;Time to play the sounds
; Components to show for each round (optional, specify up to round 9)
; Uncomment to use
;round1.offset = 160, 100
;round1.anim =
; FIGHT
fight.time = 0 ;Time to show FIGHT component
fight.offset = 160, 110 ;Component for FIGHT display
fight.anim = 80 ;.
fight.snd = 1,0 ;Sound to play
fight.sndtime = 0 ;Time to play sound
ctrl.time = 30 ;Time players get control after "Fight"
; KO
KO.time = 0 ;Time to show KO component
KO.offset = 158, 70 ;Component for KO display
KO.anim = 200 ;.
KO.snd = 2,0 ;Sound to play for KO announcement
; Double KO
DKO.offset = 158, 130
DKO.font = 1,5
DKO.anim = 77
DKO.displaytime = 60
DKO.snd = -1,0
; Time Over
TO.offset = 158, 126
TO.font = 1,5
TO.anim = 76
TO.displaytime = 500
TO.snd = 2,2
KO.sndtime = 0 ;Time to play sound for KO, DKO and TO.
slow.time = 60 ;Time for KO slowdown (in ticks)
over.waittime = 45 ;Time to wait after KO before player control is stopped
over.hittime = 10 ;Time after KO that players can still damage each other (for double KO)
over.wintime = 45 ;Time to wait before players change to win states
over.time = 210 ;Time to wait before round ends
; Time to wait before showing win/draw message
win.time = 60
; Win text
win.offset = 126,50
win.font = 1,0
win.anim = 75
win.displaytime = 60
; 2-player win text
win2.offset = 126,50
win2.font = 1,0
win2.anim = 75
win2.displaytime = 60
; Draw text
draw.offset = 160,150
draw.font = 5,0
draw.anim = 77
draw.displaytime = 90
;"Winner" Animation
[Begin Action 75]
7,0,0,0,8
;"Time Over" Animation
[Begin Action 76]
6,0,-150,-110,4
6,1,-150,-110,4
6,2,-150,-110,4
6,3,-150,-110,4
6,4,-150,-110,4
6,5,-150,-110,4
6,6,-150,-110,4
6,7,-150,-110,4
6,8,-150,-110,4
6,9,-150,-110,4
6,10,-150,-110,4
6,11,-150,-110,4
6,12,-150,-110,115
6,12,-190,-110,1
6,12,-230,-110,1
6,12,-270,-110,1
6,12,-310,-110,1
6,12,-350,-110,1
6,12,-390,-110,1
-1,-1,0,0,-1
;"Draw Game" Animation
[Begin Action 77]
4,17,320,0,1
4,17,280,0,1
4,17,240,0,1
4,17,200,0,1
4,17,160,0,1
4,17,120,0,1
4,17,80,0,1
4,17,40,0,1
4,17,0,0,60
4,17,-40,0,1
4,17,-80,0,1
4,17,-120,0,1
4,17,-160,0,1
4,17,-200,0,1
4,17,-240,0,1
4,17,-280,0,1
4,17,-320,0,1
-1,-1,0,0,-1
;"You Can't escape!" Animation
[Begin Action 78]
4,16,320,0,1
4,16,280,0,1
4,16,240,0,1
4,16,200,0,1
4,16,160,0,1
4,16,120,0,1
4,16,80,0,1
4,16,40,0,1
4,16,0,0,30
4,16,-40,0,1
4,16,-80,0,1
4,16,-120,0,1
4,16,-160,0,1
4,16,-200,0,1
4,16,-240,0,1
4,16,-280,0,1
4,16,-320,0,1
-1,-1,0,0,50
;"Play in real ernest" Animation
[Begin Action 79]
4,15,320,0,1
4,15,280,0,1
4,15,240,0,1
4,15,200,0,1
4,15,160,0,1
4,15,120,0,1
4,15,80,0,1
4,15,40,0,1
4,15,0,0,30
4,15,-40,0,1
4,15,-80,0,1
4,15,-120,0,1
4,15,-160,0,1
4,15,-200,0,1
4,15,-240,0,1
4,15,-280,0,1
4,15,-320,0,1
-1,-1,0,0,50
;"Fight!" Animation
[Begin Action 80]
4,0,-150,-110,70
;"K.O." Animation
[Begin Action 200]
5,8,-150,-60,70
;-----------------------------------------------------------
[WinIcon]
p1.pos = 15,63
p2.pos = 291,63
; Offset for next icon (x,y)
p1.iconoffset = 15,0
p2.iconoffset = -15,0
; Counter text font and offset for representing wins
p1.counter.offset = 0,0
p1.counter.font = 4,0
p2.counter.offset = 0,0
p2.counter.font = 4,0
; Win by normal
p1.n.spr = 8,2
p1.n.layerno = 1
p2.n.spr = 8,2
p2.n.layerno = 1
; Win by special
p1.s.spr = 8,4
p1.s.layerno = 1
p2.s.spr = 8,4
p2.s.layerno = 1
; Win by hyper (super)
p1.h.spr = 8,5
p1.h.layerno = 1
p2.h.spr = 8,5
p2.h.layerno = 1
; Win by normal throw
p1.throw.spr = 8,2
p1.throw.layerno = 1
p2.throw.spr = 8,2
p2.throw.layerno = 1
; Win by cheese
p1.c.spr = 8,6
p1.c.layerno = 1
p2.c.spr = 8,6
p2.c.layerno = 1
; Win by time over
p1.t.spr = 8,1
p1.t.layerno = 1
p2.t.spr = 8,1
p2.t.layerno = 1
; Win by suicide (here's a fun one)
p1.suicide.spr = 8,6
p1.suicide.layerno = 1
p2.suicide.spr = 8,6
p2.suicide.layerno = 1
; Opponent beaten by his own teammate (another fun one)
p1.teammate.spr = 8,6
p1.teammate.layerno = 1
p2.teammate.spr = 8,6
p2.teammate.layerno = 1
; Win by perfect (overlay icon)
;p1.perfect.spr = 8,0
;p1.perfect.layerno = 1
;p2.perfect.spr = 8,0
;p2.perfect.layerno = 1
; Use icons up until this number of wins
useiconupto = 7
;-----------------------------------------------------------
; 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, alignmt
; 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.
; The "text" element should accompany the "font" element
; wherever necessary. The following example will display
; "FIGHT!" using font 1, bank 1, with center-alignment.
; fight.font = 1,1, 0
; fight.text = FIGHT!
;
; 4. snd
; Format: snd = sndgrp, sndno
; This is the identifier pair for the sound effect to
; play. The .snd file that the sound is played from
; is given in the "snd" parameter in the [Files] group.
; This plays sound 21,0 for the "level1" component.
; level1.snd = 21,0
;
; Take note that the anim, spr and font element types are
; mutually exclusive; you can only use one of them per
; component.
;
; The types of elements supported vary with the component.
; Usually the anim, spr and font elements are interchangeable
; for a component. However, in some cases only one element
; type may be used. An example of this is found under [Combo]:
; counter.font = 2,4 ;Font for combo counter
; You cannot use an animation or a sprite to represent a
; numeric counter, so it only makes sense to define a font
; for use.
;
; There are other element types that do nothing on their
; own. They can be used with display element types
; (spr, anim and font) to gain more control. These
; have no meaning when used with the snd element.
; 5. offset
; 6. displaytime
; 7. facing
; 8. vfacing
; 9. layerno
; 10. scale
;
; 5. offset
; Format: offset = x, y
; Displaces the display element horizontally by x pixels,
; and vertically by y pixels.
; If this element is omitted, the offset is assumed to
; be 0,0.
;
; 6. displaytime
; Format: displaytime = time_in_ticks
; This element defines the time to display the component.
; If omitted, the default display time varies with element
; type. For spr and font elements, the default displaytime
; is 1. For anim, it is the looptime of the animation.
; This example displays the text "FIGHT!" for 45 game
; ticks:
; fight.font = 1,1, 0
; fight.text = FIGHT!
; fight.displaytime = 45
;
; 7. facing
; Format: facing = dir
; Sets the horizontal flipping of the display element.
; 1 means no flipping, and -1 means flip horizontally.
; Does not affect "font" elements. Defaults to 1 if
; omitted.
;
; 8. vfacing
; Format: vfacing = dir
; Sets the vertical flipping of the display element.
; 1 means no flipping, and -1 means flip vertically.
; Does not affect "font" elements. Defaults to 1 if
; omitted.
;
; 9. layerno
; Format: layerno = no
; This element lets you set the layer to which the
; display element will be drawn on. 0 is in front of
; the background, but behind the players. 1 is in
; front of the players, but behind the foreground.
; 2 is in front of the foreground. The default is 0
; in most cases.
; An example of where this might be useful is when
; you want to have the life or power bars appear
; on top. In that case, set all the components to
; have layerno = 2.
;
; 10. scale
; Format: scale = xscale, yscale
; Scales the display element by a horizontal scale
; factor of xscale, and vertically by a factor of
; yscale. Defaults to 1,1 if omitted.
; Currently does not affect "font" elements.
;
; Some components have additional elements specific
; to themselves.
I see no scale in the Fight.def, Could someone know how to do this, please ? ![help :help:](//mugenguild.com/forum/Smileys/mfg/help.gif)
Well, you have to set the scale parameters on your own. If you don't know, who, just tell me.