Change Lifebars size ?

Started by lucaster, December 11, 2013, 03:10:54 AM

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lucaster

Hi,
I have a problem with this Lifebars for Mugen 1.0 :


How I can change the size in the Fight.def.

Full code :
Spoiler (click to show)

[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:

bfdm

I have the same problem all the time :/ ... I just try to find another lifebar, with the resolution compatible with my mugen.

TrinitroRoy

Quote from: lucaster on December 11, 2013, 03:10:54 AM
Hi,
I have a problem with this Lifebars for Mugen 1.0 :
Spoiler (click to show)

How I can change the size in the Fight.def.

Full code :
Spoiler (click to show)

[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:
Well, you have to set the scale parameters on your own. If you don't know, who, just tell me.
But even then, you also need to change the position of any object and any range of the lifebars. Usually, you just multiply the old number with 2.
===My discord servers===
Unlimited Force HQ: https://discord.gg/hnyK7JZ
Mega Man Megamix Engine Help Server: https://discord.gg/Wjm9GYU

Touhou database (by Ryouchi):
http://mugenfreeforall.com/index.php?/topic/8257-touhou-project/
Quote from: bitter nothings on April 30, 2010, 09:35:51 PM
you are all small and can't grow manly sideburns

lucaster

Quote from: Trinitronity on December 13, 2013, 10:46:15 PM
Well, you have to set the scale parameters on your own. If you don't know, who, just tell me.
But even then, you also need to change the position of any object and any range of the lifebars. Usually, you just multiply the old number with 2.
Yes, I multiply the positon with 2 but I cannot see any paramater for the scale in the Fight.def files. Tell me where you saw it please ?


ShinZankuro

Quote from: lucaster on December 11, 2013, 03:10:54 AM
Hi,
I have a problem with this Lifebars for Mugen 1.0 :


How I can change the size in the Fight.def.

Full code :
Spoiler (click to show)

[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:

I think you should add the p1''blablabla''.scale = x.x,x.x like this:

[Lifebar]

;Player 1
p1.pos    = 35,0
p1.bg0.anim = 2
p1.bg0.offset = 0,0
p1.bg0.layerno = 1
p1.bg0.scale = 2,2 <- Like this.
p1.bg1.spr = 1,3
p1.bg1.offset = 1,0
p1.bg1.layerno = 1
p1.bg1.scale = 2,2 <- Like this.
p1.bg2.spr = 0,0
p1.bg2.offset = 0,0
p1.bg2.layerno = 2
p1.bg2.scale = 2,2 <- Like this.
.
.
,
Done

You have to put that scaling parameter in def. Not only in "powerbar", but in "turns", etc...
- Want to commission me for a artwork? Just come here
- Donations is welcome

lucaster

#5
Quote from: マスターアサシン on December 14, 2013, 04:09:30 AM
I think you should add the p1''blablabla''.scale = x.x,x.x like this:

[Lifebar]

;Player 1
p1.pos    = 35,0
p1.bg0.anim = 2
p1.bg0.offset = 0,0
p1.bg0.layerno = 1
p1.bg0.scale = 2,2 <- Like this.
p1.bg1.spr = 1,3
p1.bg1.offset = 1,0
p1.bg1.layerno = 1
p1.bg1.scale = 2,2 <- Like this.
p1.bg2.spr = 0,0
p1.bg2.offset = 0,0
p1.bg2.layerno = 2
p1.bg2.scale = 2,2 <- Like this.
.
.
,
Done

You have to put that scaling parameter in def. Not only in "powerbar", but in "turns", etc...


I put some value and that's works.
Thanks very much マスターアサシン   :yippi:

EDIT : Btw, someone know where is the "green button solve"  ?

ShinZankuro

Quote from: lucaster on December 14, 2013, 05:49:07 AM
Quote from: マスターアサシン on December 14, 2013, 04:09:30 AM
I think you should add the p1''blablabla''.scale = x.x,x.x like this:

[Lifebar]

;Player 1
p1.pos    = 35,0
p1.bg0.anim = 2
p1.bg0.offset = 0,0
p1.bg0.layerno = 1
p1.bg0.scale = 2,2 <- Like this.
p1.bg1.spr = 1,3
p1.bg1.offset = 1,0
p1.bg1.layerno = 1
p1.bg1.scale = 2,2 <- Like this.
p1.bg2.spr = 0,0
p1.bg2.offset = 0,0
p1.bg2.layerno = 2
p1.bg2.scale = 2,2 <- Like this.
.
.
,
Done

You have to put that scaling parameter in def. Not only in "powerbar", but in "turns", etc...


I put some value and that's works.
Thanks very much マスターアサシン   :yippi:

EDIT : Btw, someone know where is the "green button solve"  ?


:2thumbsup:
- Want to commission me for a artwork? Just come here
- Donations is welcome

lucaster

#7
Quote from: マスターアサシン on December 14, 2013, 06:21:09 AM
:2thumbsup:

:lugoi2:

Oh and by the way  マスターアサシン how did you manage to know that the perfect scale was 2,2 ?
I need to have this info cause it can be useful to know sometimes...

ShinZankuro

#8
Quote from: lucaster on December 14, 2013, 06:31:26 AM
Quote from: マスターアサシン on December 14, 2013, 06:21:09 AM
:2thumbsup:

:lugoi2:

Oh and by the way  マスターアサシン how did you manage to know that the perfect scale was 2,2 ?
I need to have this info cause it can be useful to know sometimes...


Some lifebars use the famous localcoord. I discouvered also about my wips xD

And you can call me Kleylson[my real name XD]
- Want to commission me for a artwork? Just come here
- Donations is welcome

Kazagami

I just wanna ask...

Which values are needed to multiplied? Is it just the ".pos"? Does ".offset", ".facing", ".range", need to be multiplied too?

Add me at Kazagami#7568 for an invite link to the WaifuLaifu Discord Server


ShinZankuro

Quote from: Ryoucchi on December 14, 2013, 10:45:28 AM
I just wanna ask...

Which values are needed to multiplied? Is it just the ".pos"? Does ".offset", ".facing", ".range", need to be multiplied too?


I think only the .scale option.

- Want to commission me for a artwork? Just come here
- Donations is welcome

TrinitroRoy

Quote from: マスターアサシン on December 14, 2013, 03:08:00 PM
Quote from: Ryoucchi on December 14, 2013, 10:45:28 AM
I just wanna ask...

Which values are needed to multiplied? Is it just the ".pos"? Does ".offset", ".facing", ".range", need to be multiplied too?


I think only the .scale option.


The pos and range values need to be multiplied as well. Everything else can stay as it is.
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Quote from: bitter nothings on April 30, 2010, 09:35:51 PM
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