MUGEN1.1 fight.def 千寻汉化版

fight.def

以下资料来自千寻版1.1主程序


;该文档由千寻平台翻译,如果您是MUGEN爱好者,欢迎访问qxmugen.com!


; 战斗界面定义


; 画面包: MUGEN1

; 分辨率: 1280x720

; 需要: MUGEN 1.1


; 关于字体:

;   - 可以在[Files]区下定义10个字体.

;   - 这里的字体不会影响fight.def中的字体

;   - 系统会按以下顺序检索字体文件:

;     1. system.def指定的路径

;     2. mugen主程序同级目录 (不推荐将更改过的字体文件放在这里)

;     3. 主程序同级的data文件夹下 (不推荐将更改过的字体文件放在这里)

;     4. 主程序同级的font文件夹下

;

; 见文件最后的 "如何自定义"


;-----------------------------------------------------------

;系统会按以下顺序检索文件:

;1. fight.def指定的路径

;2. 主程序同级的data文件夹下

;3. mugen主程序同级目录


[Files]

sff = fight.sff ;血条图片文件名

snd = fight.snd ;战斗音效

font1 = enter48.def ;字体1的名字

font2 = num48.def ;字体2的名字

font3 = name14.def

font4 = num1.def

fightfx.sff = fightfx.sff ;默认战斗火花图片文件

fightfx.air = fightfx.air ;默认战斗火花动作文件

common.snd = common.snd ;通用动作音效


;-----------------------------------------------------------

[FightFx]

scale = 4 ;默认战斗火花的缩放比例


;-----------------------------------------------------------

[Lifebar]

;Player 1的血条参数

p1.pos    = 590,40 ;p1血条的坐标,左上为0,0点

p1.bg0.anim = 10 ;血条的暗色背景动画编号

p1.bg0.offset = -6,6 ;相对于血条的偏移量

p1.bg1.spr = 11,0 ;空血条界面的图片编号

p1.mid.anim = 12 ;损血时的血条动画编号

p1.mid.offset = -6,6 ;损血时的血条的偏移量

p1.front.spr = 13,0 ;血条的图片编号

p1.front.offset = -6,6 ;血条的图片编号

p1.range.x  = -6,-433 ;血条拉伸至左右的相对坐标,要设定的刚好和空血条对上

;Player 2的血条参数,同1p

p2.pos    = 690,40

p2.bg0.anim = 10

p2.bg0.offset = 6,6

p2.bg0.facing = -1 ;让图片水平翻转

p2.bg1.spr = 11,0

p2.bg1.facing = -1

p2.mid.anim = 12

p2.mid.offset = 6,6

p2.mid.facing = -1

p2.front.spr = 13,0

p2.front.offset = 6,6

p2.front.facing = -1

p2.range.x = 6,433


[Begin Action 10] ;血条变暗的背景 

10,0, 0,0, 1, , AS224D32


[Begin Action 12] ;Blinking lifebar midground

12,0, 0,0, 1

12,1, 0,0, 1

12,2, 0,0, 1

12,3, 0,0, 1

12,4, 0,0, 1

12,5, 0,0, 1

12,4, 0,0, 1

12,3, 0,0, 1

12,2, 0,0, 1

12,1, 0,0, 1


[Simul Lifebar];四人同屏对战时的血条参数,参数和上面相同

;Player 1

p1.pos    = 590,40

p1.bg0.anim = 20

p1.bg0.offset = -6,6

p1.bg1.spr = 11,0

p1.mid.anim = 12

p1.mid.offset = -6,6

p1.mid.scale = 1,0.5

p1.front.spr = 13,0

p1.front.offset = -6,6

p1.front.scale = 1,0.5

p1.range.x  = -6,-433

;Player 2

p2.pos    = 690,40

p2.bg0.anim = 20

p2.bg0.offset = 6,6

p2.bg0.facing = -1

p2.bg1.spr = 11,0

p2.bg1.facing = -1

p2.mid.anim = 12

p2.mid.offset = 6,6

p2.mid.facing = -1

p2.mid.scale = 1,0.5

p2.front.spr = 13,0

p2.front.offset = 6,6

p2.front.facing = -1

p2.front.scale = 1,0.5

p2.range.x = 6,433

;Player 3

p3.pos    = 590,49

p3.mid.anim = 12

p3.mid.offset = -6,6

p3.mid.scale = 1,0.5

p3.front.spr = 13,0

p3.front.offset = -6,6

p3.front.scale = 1,0.5

p3.range.x  = -6,-433

;Player 4

p4.pos    = 690,49

p4.mid.spr = 12,0

p4.mid.offset = 6,6

p4.mid.facing = -1

p4.mid.scale = 1,0.5

p4.front.spr = 13,0

p4.front.offset = 6,6

p4.front.facing = -1

p4.front.scale = 1,0.5

p4.range.x = 6,433


[Begin Action 20] ;Darkened lifebar background (simul)

20,0, 0,0, 1, , AS224D32


[Turns Lifebar];车轮战时的血条参数

;Player 1

p1.pos    = 590,40

p1.bg0.anim = 10

p1.bg0.offset = -6,6

p1.bg1.spr = 11,0

p1.mid.anim = 12

p1.mid.offset = -6,6

p1.front.spr = 13,0

p1.front.offset = -6,6

p1.range.x  = -6,-433

;Player 2

p2.pos    = 690,40

p2.bg0.anim = 10

p2.bg0.offset = 6,6

p2.bg0.facing = -1

p2.bg1.spr = 11,0

p2.bg1.facing = -1

p2.mid.anim = 12

p2.mid.offset = 6,6

p2.mid.facing = -1

p2.front.spr = 13,0

p2.front.offset = 6,6

p2.front.facing = -1

p2.range.x = 6,433


;-----------------------------------------------------------

[Powerbar];气条/能量槽

;Player 1的气条参数

p1.pos    = 590,70 ;气条的位置

p1.bg0.anim = 40 ;气条的暗色背景动画编号

p1.bg0.offset = -6,4 ;气条的偏移量

p1.bg1.spr = 41,0 ;空气条的图片编号

;p1.mid.spr = 42,0 ;扣气时的气条图片编号,一般不用填

p1.front.anim = 43 ;气条的动画编号

p1.front.offset = -6,4 ;气条的偏移量

p1.range.x = -6,-245 ;气条拉伸至左右的相对坐标

p1.counter.offset = -256,15 ;气条数字的文字位置

p1.counter.font = 4,0, 0, 242,242,255 ;气条数字的字体参数


;Player 2的气条参数,同p1

p2.pos    = 690,70

p2.bg0.anim = 40

p2.bg0.offset = 6,4

p2.bg0.facing = -1

p2.bg1.spr = 41,0

p2.bg1.facing = -1

;p2.mid.spr = 42,0

;p2.mid.facing = -1

p2.front.anim = 43

p2.front.offset = 6,4

p2.front.facing = -1

p2.range.x  = 6,245

p2.counter.offset = 259,15

p2.counter.font = 4,0, 0, 242,242,255


; --level sounds---;气条每攒够一气时播放的音效

level1.snd = 21,0

level2.snd = 21,0

level3.snd = 21,0


[Begin Action 40] ;气条的暗色背景

40,0, 0,0, 1, , AS224D32


[Begin Action 43] ;Flashing powerbar

43,0, 0,0, 15

43,1, 0,0, 1

43,2, 0,0, 1

43,3, 0,0, 1

43,4, 0,0, 1

43,5, 0,0, 1

43,6, 0,0, 1

43,7, 0,0, 1

43,8, 0,0, 1

43,9, 0,0, 1

43,10, 0,0, 1

43,11, 0,0, 1

43,12, 0,0, 1

43,13, 0,0, 1

43,14, 0,0, 1

43,15, 0,0, 1

43,16, 0,0, 1

43,17, 0,0, 1



;-----------------------------------------------------------

[Face];小头像

;Player 1的小头像参数

p1.pos    = 20,20 ;p1的小头像参数

p1.bg0.spr = 50,0 ;p1的小头像边框图片

p1.bg1.anim = 51 ;p1小头像背景动画编号

p1.face.spr = 9000,0 ;p1使用的小头像编号

p1.face.facing = 1 ;p1的小头像朝向

p1.face.offset = 0,0 ;p1的小头像偏移量

;Player 2的小头像参数,参数通过p1

p2.pos    = 1260,20

p2.bg0.spr = 50,0

p2.bg0.facing = -1

p2.bg1.anim = 51

p2.bg1.facing = -1

p2.face.spr = 9000,0

p2.face.facing = -1

p2.face.offset = 0,0


[Begin Action 51] ;Darkened face background 

51,0, 0,0, 1, , AS208D48


[Simul Face];4人同屏战斗时的小头像参数

;Player 1

p1.pos    = 20,20

p1.bg0.spr = 50,0

p1.bg1.anim = 51

p1.face.spr = 9000,0

p1.face.facing = 1

;Player 2

p2.pos    = 1260,20

p2.bg0.spr = 50,0

p2.bg0.facing = -1

p2.bg1.anim = 51

p2.bg1.facing = -1

p2.face.spr = 9000,0

p2.face.facing = -1

;Player 3

p3.pos    = 144,80

p3.bg0.spr = 70,0

p3.bg1.anim = 71

p3.face.spr = 9000,0

p3.face.scale = 0.4,0.4

p3.face.facing = 1

;Player 4

p4.pos    = 1136,80

p4.bg0.spr = 70,0

p4.bg0.facing = -1

p4.bg1.anim = 71

p4.bg1.facing = -1

p4.face.spr = 9000,0

p4.face.scale = 0.4,0.4

p4.face.facing = -1


[Turns Face];车轮战时玩家头像参数

;Player 1

p1.pos    = 20,20

p1.bg0.spr = 50,0

p1.bg1.anim = 51

p1.face.spr = 9000,0

p1.face.facing = 1

;Player 1's teammates

p1.teammate.pos = 144,80

p1.teammate.spacing = 50,0

p1.teammate.bg0.spr = 70,0

p1.teammate.bg1.anim = 71

p1.teammate.ko.anim = 72

p1.teammate.face.spr = 9000,0

p1.teammate.face.scale = 0.4,0.4

p1.teammate.face.facing = 1

;Player 2

p2.pos    = 1260,20

p2.bg0.spr = 50,0

p2.bg0.facing = -1

p2.bg1.anim = 51

p2.bg1.facing = -1

p2.face.spr = 9000,0

p2.face.facing = -1

;Player 2's teammates

p2.teammate.pos = 1136,80

p2.teammate.spacing = -50,0

p2.teammate.bg0.spr = 70,0

p2.teammate.bg0.facing = -1

p2.teammate.bg1.anim = 71

p2.teammate.bg1.facing = -1

p2.teammate.ko.anim = 72

p2.teammate.ko.facing = -1

p2.teammate.face.spr = 9000,0

p2.teammate.face.scale = 0.4,0.4

p2.teammate.face.facing = -1


[Begin Action 71] ;Darkened small face background 

71,0, 0,0, 1, , AS208D48


[Begin Action 72] ;KO overlay for small face

72,0, 0,0, 1, , AS192D64


;-----------------------------------------------------------

[Name];显示名字

p1.pos = 142,35 ;p1的名字坐标

;p1.bg. = ;p1的名字图片

p1.name.font = 3,3, 1 ;p1的名字字体

;p2.bg. =

p2.pos = 1138,35

p2.name.font = 3,1, -1


[Simul Name];4人同屏对战时的名字参数

p1.pos = 142,35

p1.name.font = 3,3, 1

p2.pos = 1138,35

p2.name.font = 3,1, -1

p3.pos = 200,85

p3.name.font = 3,3, 1

p3.name.scale = 0.5,1

p4.pos = 1080,85

p4.name.font = 3,1, -1

p4.name.scale = 0.5,1


[Turns Name];车轮战时的名字参数

p1.pos = 142,35

;p1.bg. =

p1.name.font = 3,3, 1

;p2.bg. =

p2.pos = 1138,35

p2.name.font = 3,1, -1


;-----------------------------------------------------------

[Time];时间

pos = 642,84 ;时间显示的位置

;bg.spr = ;时间的背景图片

;数字显示

counter.offset = 0,0 ;数字的显示偏移量

counter.font = 2,0, 0, 255,255,242 ;数字的字体

framespercount = 60 ;每跳一下数字的时间间隔,单位是帧,60帧为1秒


;-----------------------------------------------------------

[Combo];连段

team1.pos = 30,260        ;p1连段显示的坐标

team1.start.x = -240      ;连击数字起始的位置

team1.counter.font = 2,3,1;连击数字的字体

team1.counter.shake = 1   ;设为1时,数字变化时会有晃动效果

team1.text.text = "COMBO" ;可以用%i表示连击数, 比如 "%i Hit!"

team1.text.font = 1,4,1   ;连击文字的字体

team1.text.offset = 12,0   ;连击文字的偏移量

team1.displaytime = 90    ;显示连击数的持续时间

;p2连段参数,同1p

team2.pos = 1250,260      ;Coords to show

team2.start.x = 1520      ;Starting x-coords

team2.counter.font = 2,1,-1

team2.counter.shake = 1   ;Set to 1 to shake count on hit

team2.text.text = "COMBO" ;You can use %i to show count in the text, eg "%i Hit!"

team2.text.font = 1,4,-1

team2.text.offset = 12,0  ;Offset of text

team2.displaytime = 90    ;Time to show text


;-----------------------------------------------------------

[Round];局数

match.wins = 2              ;结束一场战斗必须要赢的局数

match.maxdrawgames = 1      ;允许平局的最多次数 (-1为无限次)

start.waittime = 30         ;人物开始开场动画前的等待时间


;所有参数的默认坐标

pos = 0,0


;ROUND X

round.time = 0              ;显示round的起始时间

round.default.offset = 640, 320 ;显示round的偏移量

;文字形式的round可以包含%i来表示局数,也可以使用"round.default.anim"来用动画表现

round.default.font = 1,0,0 ;round的默认字体

round.default.text = "Round %i" ;默认文字显示

round.default.displaytime = 60 ;显示round的持续时间

round.default.scale = 1,1 ;round的xy缩放比例

;每一局的报幕声音 (选填,最多可以到round 9)

round1.snd = 0,1

round2.snd = 0,2

round3.snd = 0,3

round.sndtime = 0           ;播放声音的起始时间

; Components to show for each round (optional, specify up to round 9)

; Uncomment to use

;round1.offset = 160, 100

;round1.anim = 


;FIGHT,参数同round

fight.time = 0              

fight.offset = 640, 300     ;Component for FIGHT display

fight.anim = 80             ;.

fight.snd = 1,0             ;Sound to play

fight.sndtime = 0           ;Time to play sound


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


;KO,参数同round

KO.time    = 0              ;Time to show KO component

KO.offset  = 640, 300       ;Component for KO display

KO.anim    = 200            ;.

KO.snd     = 2,0            ;Sound to play for KO announcement

; Double KO,参数同round

DKO.offset = 640, 320

DKO.font   = 1,5

DKO.text   = "Double K.O."

DKO.displaytime = 60

DKO.snd    = 2,1

; Time Over,参数同round

TO.offset  = 640, 320

TO.font    = 1,5

TO.text    = "Time Over"

TO.displaytime = 60

TO.snd     = 2,2

KO.sndtime = 0             ;播放KO, DKO and TO的起始时间

slow.time  = 60            ;KO之后慢放动作的持续时间

over.waittime = 45         ;KO之后玩家还能操作的时间

over.hittime = 10          ;KO之后玩家还能造成伤害的时间,主要用于Double KO

over.wintime = 45          ;角色播放胜利动作之前需要等待的时间

over.time = 210            ;KO之后到该局结束前的等待时间


win.time = 60 ;显示win信息之前需要等待的时间

;胜利文字,参数同round

win.offset = 640, 320

win.font = 1,0

win.text = "%s Wins" ;%s为角色名,即人物的displayname

win.displaytime = 540

; 2-player win text

win2.offset = 640, 320

win2.font = 1,0

win2.text = "%s and %s Win"

win2.displaytime = 540

;平局文字

draw.offset = 640, 320

draw.font = 1,0

draw.text = "Draw Game"

draw.displaytime = 540


;"Fight!"动画

[Begin Action 80]

80,0, 0,0, 8, , AS128D128, 4,4, 180

Interpolate Scale

Interpolate Angle

Interpolate Blend

80,0, 0,0, 40, , AS256D0

80,0, 0,0, 4, , AS192D63

Interpolate Blend

80,0, 0,0, 1, , AS32D223


;"K.O."动画

[Begin Action 200]

-1,-1, 0,0, 5

200,0, 0,0, 1, , AS255D255

200,0, 0,0, 1, , AS255D224

200,0, 0,0, 1, , AS255D192

200,0, 0,0, 1, , AS255D160

200,0, 0,0, 1, , AS255D128

200,0, 0,0, 120

200,0, 0,0, 1, , AS255D64

200,0, 0,0, 1, , AS255D128

200,0, 0,0, 1, , AS255D192

200,0, 0,0, 1, , AS255D255

200,0, 0,0, 1, , AS192D255

200,0, 0,0, 1, , AS128D255

200,0, 0,0, 1, , AS64D255


;-----------------------------------------------------------

[WinIcon];胜利的标志

p1.pos = 584,30 ;胜利标志坐标

p2.pos = 696,30

p1.bg0.spr = 120,0 ;胜利标志图片编号

p2.bg0.spr = 120,0

p1.iconoffset = -24,0 ;每个胜利标志的间隔xy坐标

p2.iconoffset = 24,0

; Counter text font and offset for representing wins

p1.counter.offset = 0,5

p1.counter.font = 4,0,0, 230,255,242

p2.counter.offset = 0,5

p2.counter.font = 4,0,0, 255,242,242

;普通胜利的图片编号

p1.n.spr = 100,0

p2.n.spr = 100,0

;特殊胜利的图片编号

p1.s.spr = 101,0

p2.s.spr = 101,0

;必杀胜利的图片编号

p1.h.spr = 102,0

p2.h.spr = 102,0

;投技胜利的图片编号

p1.throw.spr = 103,0

p2.throw.spr = 103,0

;微笑胜利?win by cheese

p1.c.spr = 104,0

p2.c.spr = 104,0

;时间到胜利的图片编号

p1.t.spr = 105,0

p2.t.spr = 105,0

;对方自杀胜利的图片编号

p1.suicide.spr = 106,0

p2.suicide.spr = 106,0

;被自己队友杀死胜利的图片编号

p1.teammate.spr = 107,0

p2.teammate.spr = 107,0

;完胜,优先级高于其他胜利方式

p1.perfect.spr = 110,0

p2.perfect.spr = 110,0

;显示胜利标志的上限数

useiconupto = 4



;-----------------------------------------------------------

; How to customize

;-----------------------------------------------------------

; First of all, set filenames under [Files].

; Next, you can customize each component of the fight screen.

; A component can be anything from a piece of the lifebar,

; to the text that signals a K.O.

;

; Each component starts with its name, followed by a period,

; and then the names of its elements. For example, a

; component named "bg" with an element of "anim" looks

; like "bg.anim".

;

; There are several main element types:

;   1. anim (animation)

;   2. spr  (sprite)

;   3. font (text)

;   4. snd  (sound)

; 1. anim

;    Format: anim = actionno

;    actionno is the number of the action to use. You must

;    specify a valid action that is defined within this file.

;    The sprites for the animation come from the file given

;    for the "sff" parameter in the [Files] group below.

;    You can define your animation actions anywhere in this

;    file, as long as it does not come in the middle of a

;    group (an example of a group is the block of text

;    starting with [Files], and ending on the next group

;    [Lifebar]).

;    For example, to use action 5 for the p1.bg0 component:

;      p1.bg0.anim = 5

;

; 2. spr

;    Format: spr = spritegrp, spriteno

;    This is the identifier pair for the sprite you to

;    display.

;    For example, to show sprite 103,0 for a component named

;    p1.throw:

;      p1.throw.spr = 103,0

;

; 3. font

;    Format: font = fontno, fontbank, alignmnt, R, G, B

;            text = text

;    This lets you set the font (and optionally the content

;    text). fontno is the number of the font defined under

;    [Files]. For instance, for the line "font2 = font/num1.fnt",

;    the fontno is 2.

;    fontbank is the color bank of the font to use. Refer to

;    the font for what color banks it has.

;    alignmt is a number representing the text alignment.

;    1 is left, 0 means center, and -1 is for right-alignment.

;    R, G, B are the color adjustment values for the font.

;    RGB values default to 256,256,256 (no color adjustment).

;    All font values are optional.  If fontno is omitted, no

;    text will be drawn.

;

;    The "text" element should accompany the "font" element

;    wherever necessary. The following example will display

;    "FIGHT!" using font 1, bank 1, with center-alignment.

;      fight.font = 1,1, 0

;      fight.text = FIGHT!

;

; 4. snd

;    Format: snd = sndgrp, sndno

;    This is the identifier pair for the sound effect to

;    play. The .snd file that the sound is played from

;    is given in the "snd" parameter in the [Files] group.

;    This plays sound 21,0 for the "level1" component.

;      level1.snd = 21,0

; Take note that the anim, spr and font element types are

; mutually exclusive; you can only use one of them per

; component.

;

; The types of elements supported vary with the component.

; Usually the anim, spr and font elements are interchangeable

; for a component. However, in some cases only one element

; type may be used. An example of this is found under [Combo]:

;   counter.font = 2,4  ;Font for combo counter

; You cannot use an animation or a sprite to represent a

; numeric counter, so it only makes sense to define a font

; for use.

;

; There are other element types that do nothing on their

; own. They can be used with display element types

; (spr, anim and font) to gain more control. These

; have no meaning when used with the snd element.

;   5.  offset

;   6.  displaytime

;   7.  facing

;   8.  vfacing

;   9.  layerno

;   10. scale

;

; 5. offset

;   Format: offset = x, y

;   Displaces the display element horizontally by x pixels,

;   and vertically by y pixels.

;   If this element is omitted, the offset is assumed to

;   be 0,0.

;

; 6. displaytime

;   Format: displaytime = time_in_ticks

;   This element defines the time to display the component.

;   If omitted, the default display time varies with element

;   type. For spr and font elements, the default displaytime

;   is 1. For anim, it is the looptime of the animation.

;   This example displays the text "FIGHT!" for 45 game

;   ticks:

;     fight.font = 1,1, 0

;     fight.text = FIGHT!

;     fight.displaytime = 45

;

; 7. facing

;   Format: facing = dir

;   Sets the horizontal flipping of the display element.

;   1 means no flipping, and -1 means flip horizontally.

;   Does not affect "font" elements. Defaults to 1 if

;   omitted.

;

; 8. vfacing

;   Format: vfacing = dir

;   Sets the vertical flipping of the display element.

;   1 means no flipping, and -1 means flip vertically.

;   Does not affect "font" elements. Defaults to 1 if

;   omitted.

;

; 9. layerno

;   Format: layerno = no

;   This element lets you set the layer to which the

;   display element will be drawn on. 0 is in front of

;   the background, but behind the players. 1 is in

;   front of the players, but behind the foreground.

;   2 is in front of the foreground. The default is 0

;   in most cases.

;   An example of where this might be useful is when

;   you want to have the life or power bars appear

;   on top. In that case, set all the components to

;   have layerno = 2.

;

; 10. scale

;   Format: scale = xscale, yscale

;   Scales the display element by a horizontal scale

;   factor of xscale, and vertically by a factor of

;   yscale. Defaults to 1,1 if omitted.

;   Currently does not affect "font" elements.

;

; 11. angle

;   Format: angle = degrees

;   Draws the element rotated by the specified angle.

;

; Some components have additional elements specific

; to themselves.



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