;Melty Blood Actress Again Screenpack by Kohaku

;----------------------------
[Info]
name = "Melty Blood Actress Again"  ;Name of motif
author = "Kohaku"       ;Motif author name

;----------------------------
;Directories are checked in this order:
;1. current directory system.def is in
;2. data/
;3. your MUGEN directory
;eg. If you write "spr = system.sff", and this system.def file
;    is in ~/mugen/data/mymotif/, then Mugen will first look
;    for ~/mugen/data/mymotif/system.sff. If it does not find
;    it there, it looks for ~/mugen/data/system.sff (the default).
;    Finally, if that is not found, it will look for
;    ~/mugen/system.sff. 

[Files]
spr = system.sff          ;Filename of sprite data
snd = system.snd          ;Filename of sound data
logo.storyboard = ;mbaa_op/mbaa_mp3.def         ;Logo storyboard definition (optional)
intro.storyboard = intro.def       ;Intro storyboard definition (optional)
select = select.def       ;Character and stage selection list
fight = MB_ActressAgain/fight.def         ;Fight definition filename
font1 = font/f-4x6.fnt  ;Systemfont
font2 = font/f-6x9.fnt   ;System fonts
font3 = font/Mian.fnt       ;System fonts
font4 = font/name.fnt
font5 = font/menu.fnt
;----------------------------
[Music]
 ;Put a filename for a MOD, MP3 or MIDI here, or just leave it
 ;blank if you do not want music. If an invalid filename is
 ;given, then no music will play. To play CD audio, put
 ;the track number followed by ".da". For example, to play
 ;track 3 from a music CD at the title screen, use:
 ;  title.bgm = 3.da
 ;To play mymusic.mp3 from the sound/ directory, put:
 ;  title.bgm = sound/mymusic.mp3
 ;Music will continue to play between screens if the files names
 ;are the same, and both BGMs are specified to loop.
  ;Music to play at title screen.
title.bgm = ;sound/Menu.mp3
title.bgm.loop = 1        ;Set to 0 to prevent looping
  ;Music to play at char select screen.
select.bgm = data/MBAA/sound/mbserect.mp3;MBAA_Select.mp3
select.bgm.loop = 1
  ;Music to play at versus screen.
vs.bgm = data/MBAA/sound/MBAA_Vs.mp3
vs.bgm.loop = 0

;-------------------------------------------------------------------
;Title screen definition
[Title Info]
menu.pos = 159,195
menu.item.font = 10,0,0
menu.item.active.font = 5,0,0
menu.item.spacing = 0,0
; Names for each of the items in the menu. Names must be in quotes.
menu.itemname.arcade       = "a"
menu.itemname.versus       = "b"
menu.itemname.teamarcade   = "c"
menu.itemname.teamversus   = "d"
menu.itemname.teamcoop     = "e"
menu.itemname.survival     = "f"
menu.itemname.survivalcoop = "g"
menu.itemname.training     = "h"
menu.itemname.watch        = "i"
menu.itemname.options      = "j"
menu.itemname.exit         = "k"

; These parameters define the window in which the items are visible
; in.
menu.window.margins.y = 480,0
menu.window.visibleitems = 11
menu.boxcursor.visible = 0
; These are the sounds for cursor movement
cursor.move.snd = 100,0
cursor.done.snd = 100,1
cancel.snd = 100,2

;----------------------------
;Title background definition

[TitleBGdef]
bgclearcolor = 0,0,0

[TitleBG 1]
type = normal
spriteno = 400,0
layerno = 0
delta = 1,1
mask = 0

[TitleBG 2]
type = normal
spriteno = 400,1
layerno = 0
delta = 1,1
trans = add
mask = 0

[TitleBG 3]
type = normal
spriteno = 400,2
layerno = 0
delta = 1,1
trans = add
mask = 0

[TitleBG 4]
type  = normal
spriteno = 600,0
start = 0,110
tile = 1,0
velocity = -1
mask = 1
trans = add

[TitleBG Menu]
type = normal
spriteno = 400,3
start = -130,109
trans = sub

[TitleBG Menu]
type = normal
spriteno = 400,3
start = -130,109
trans = sub

[TitleBG Menu]
type = normal
spriteno = 400,4
start = -130,109
trans = add

[TitleBG Menu]
type = normal
spriteno = 400,5
start = -121,138
trans = add1


;-------------------------------------------------------------------
;Character select definition
[Select Info]
fadein.time = 10
fadeout.time = 10
rows = 5
columns = 7
wrapping = 1              ;1 to let cursor wrap around
pos = 185,75             ;Position to draw to
showEmptyBoxes = 0
moveOverEmptyBoxes = 0
cell.size = 35,50         ;x,y size of each cell (in pixels)
cell.spacing = 3          ;space between each cell
cell.bg.spr = 150,0       ;Note: Don't use animation for cells
cell.random.spr = 151,0   ;Icon for random select (don't use animation)
cell.random.switchtime = 4;Time to wait before changing to another random portrait
p1.cursor.startcell = 0,0;0,1
p1.cursor.active.anim = 160
p1.cursor.done.spr = 160
p1.cursor.move.snd = 100,0
p1.cursor.done.snd = 100,1
p1.random.move.snd = 100,0
p2.cursor.startcell = 0,0;0,5
p2.cursor.active.anim = 170
p2.cursor.active.spr = 170
p2.cursor.blink = 1       ;1 to blink p2's cursor if overlapping p1's
p2.cursor.move.snd = 100,0
p2.cursor.done.snd = 100,1
p2.random.move.snd = 100,0
random.move.snd.cancel = 0;1 to have random move sound cancel itself when played repeatedly
stage.move.snd = 100,0
stage.done.snd = 100,1
cancel.snd = 100,2
portrait.offset = 1,1
portrait.scale = 1,1
title.offset = 319,13     ;Position of title (Arcade Mode, etc)
title.font = 3,0,0        ;Font of title (-1 for none)
;Big portraits
p1.face.offset = 0,95   ;Position to put big portrait
p1.face.scale = 1,1
p1.face.facing = 1
p2.face.offset = 640,95
p2.face.scale = 1,1
p2.face.facing = -1
;Name
p1.name.offset = 40,430  ;Position to put name
p1.name.font = 4,0,1     ;Set to -1 for no display
p2.name.offset = 600,430
p2.name.font = 4,0,-1
;Stage select
stage.pos = 320,470
stage.active.font = 3,0,0
stage.active2.font = 3,0,0  ;Second font color for blinking
stage.done.font = 3,0
;Team menu

teammenu.move.wrapping = 0
p1.teammenu.pos = -60,0
p1.teammenu.bg.spr = 6200,0

p1.teammenu.move.snd = 0,0
p1.teammenu.value.snd = 0,0
p1.teammenu.done.snd = 0,1

p1.teammenu.item.offset = 38,0
p1.teammenu.item.spacing = 0,43		
p1.teammenu.item.cursor.offset = 58,363
p1.teammenu.item.cursor.anim = 1
p1.teammenu.value.icon.offset = 185,363
p1.teammenu.value.icon.anim = 3

p1.teammenu.value.spacing = 20,0

p2.teammenu.pos = -60,0
p2.teammenu.bg.spr = 6200,1

p2.teammenu.move.snd = 0,0
p2.teammenu.value.snd = 0,0
p2.teammenu.done.snd = 0,1

p2.teammenu.item.offset = 38,0
p2.teammenu.item.spacing = 0,43
p2.teammenu.item.cursor.offset = 445,363
p2.teammenu.item.cursor.anim = 2

p2.teammenu.value.icon.offset = 572,363
p2.teammenu.value.icon.anim = 4

p2.teammenu.value.spacing = 20,0
;Sounds

[Begin Action 1]
6100,0, 0,0, 10
6100,1, 0,0, 10
6100,2, 0,0, 10

[Begin Action 2]
6101,0, 0,0, 10
6101,1, 0,0, 10
6101,2, 0,0, 10

[Begin Action 3]
192,0, 0,0, 10
192,1, 0,0, 10
192,2, 0,0, 10

[Begin Action 4]
193,0, 0,0, 10
193,1, 0,0, 10
193,2, 0,0, 10

[Begin Action 160]
160,0, 0,0, 4,,AS192D64
160,0, 0,0, 4,,AS160D96
160,0, 0,0, 4,,AS128D128
160,0, 0,0, 4,,AS96D160
160,0, 0,0, 4,,AS128D128
160,0, 0,0, 4,,AS160D96

[Begin Action 170]
160,1, 0,0, 4,,AS192D64
160,1, 0,0, 4,,AS160D96
160,1, 0,0, 4,,AS128D128
160,1, 0,0, 4,,AS96D160
160,1, 0,0, 4,,AS128D128
160,1, 0,0, 4,,AS160D96

[Begin Action 161]
161,0, 0,0, 1,,AS128D128

;-----------------------
;Character select screen background
[SelectBGdef]
;spr = graphics/selectbg.sff  ;Filename of sprite data

[SelectBG 0] ;Scrolling background
type  = normal
spriteno = 100,0
layerno = 0

[SelectBG 1]
type = normal
spriteno = 201,1
layerno = 1
mask = 1

[SelectBG 1]
type = normal
spriteno = 500,0
layerno = 1
mask = 1

[SelectBG 2.A] ;Title background
type  = normal
spriteno = 102,0
layerno = 0
start = 0, 2
delta = 0,0
tile  = 1,0
trans = sub
velocity = -1, 0

[SelectBG 2.B] ;Title background B
type  = normal
spriteno = 102,1
layerno = 0
start = 0, 2
delta = 0,0
tile  = 1,0
trans = add
velocity = -3, 0

[SelectBG 2.C] ;Title background C
type  = normal
spriteno = 102,2
layerno = 0
start = 0, 2
delta = 0,0
tile  = 1,0
trans = add
velocity = -6, 0

[SelectBG Chain]
type = anim
actionno = 21
layerno = 0
start = 50,0
mask = 1

[SelectBG Chain]
type = anim
actionno = 22
layerno = 0
mask = 1

[SelectBG Chain]
type = anim
actionno = 23
layerno = 0
start = 50,0
mask = 1

[SelectBG Chain]
type = anim
actionno = 24
layerno = 0
mask = 1

[SelectBG Chain]
type = anim
actionno = 25
layerno = 0
start = 0,280
mask = 1

[SelectBG Chain]
type = anime
actionno = 26
layerno = 0
start = 0,315
mask = 1

[SelectBG 4]
type = normal
spriteno = 300,9
start = 0,340
tile = 1,0
tilespacing = 41
velocity = -1,0
alpha = 128,256
trans = addalpha

[SelectBG 4]
type = normal
spriteno = 300,10
start = 0,360
tile = 1,0
tilespacing = 41
velocity = 1,0
alpha = 128,256
trans = addalpha

[SelectBG 4]
type = normal
spriteno = 300,11
start = 0,380
tile = 1,0
tilespacing = 41
velocity = -1,0
alpha = 128,256
trans = addalpha

[SelectBG 5]
type = normal
spriteno = 405, 0
layerno = 1
start = 0, 0
trans = add
delta = 1.2,1.2
velocity = 0.4, 1
tile = 1, 1
tilespacing = 5,0
mask = 1
sin.y = 8, 150, 0 ;10
sin.x = 6, 150, 0 ;10
window = 260,0,359,479

[SelectBG 5]
type = normal
spriteno = 405, 1
layerno = 1
start = 100,20
trans = add
delta = 1.3,1.3
velocity = 0.7, 1
tile = 1, 1
tilespacing = 5,0
mask = 1
sin.y = 8, 120, 0
sin.x = 6, 100, 0
window = 260,0,359,479

[SelectBG 1s]
type = anim
actionno = 1111
layerno	= 1
start = 6,430

[SelectBG 10s]
type = anim
actionno = 1112
layerno	= 1
start = -19,430

[SelectBG 100s]
type = anim
actionno = 1113
layerno	= 1
start = -44,430

[SelectBG 1]
type = normal
spriteno = 600,0
layerno = 0
start = 0,350
delta = 1.25,1
tile = 1,0
tilespacing = 0, 0
mask = 1
trans = add
ID = 2

[SelectBGctrldef 2]
ctrlID=2

[SelectBGctrl 2,vel]
type=velset
time=0
x=.5

[Begin Action 21]
;2,8, 0,0, 5
;2,7, 0,0, 5
;2,6, 0,0, 5
2,5, 0,0, 5
2,4, 0,0, 5
2,3, 0,0, 5
2,2, 0,0, 5
2,1, 0,0, 5
2,0, 0,0, 5

[Begin Action 22]
2,0, 0,0, 5
2,1, 0,0, 5
2,2, 0,0, 5
2,3, 0,0, 5
2,4, 0,0, 5
2,5, 0,0, 5
;2,6, 0,0, 5
;2,7, 0,0, 5
;2,8, 0,0, 5

[Begin Action 23]
;3,8, 0,0, 5
;3,7, 0,0, 5
;3,6, 0,0, 5
;3,5, 0,0, 5
3,4, 0,0, 5
3,3, 0,0, 5
3,2, 0,0, 5
3,1, 0,0, 5
3,0, 0,0, 5

[Begin Action 24]
3,0, 0,0, 5
3,1, 0,0, 5
3,2, 0,0, 5
3,3, 0,0, 5
3,4, 0,0, 5
;3,5, 0,0, 5
;3,6, 0,0, 5
;3,7, 0,0, 5
;3,8, 0,0, 5

[Begin Action 25]
4,0, 0,0, 4;5
4,1, 0,0, 6;5
4,2, 0,0, 6;5
4,3, 0,0, 6;5
4,4, 0,0, 6;5
4,5, 0,0, 6;5
4,6, 0,0, 4;5
;4,7, 0,0, 6;5
;4,8, 0,0, 6;5

[Begin Action 26]
5,0, 0,0, 4;3
5,1, 0,0, 4;3
5,2, 0,0, 4;3
5,3, 0,0, 4;3
5,4, 0,0, 4;3
5,5, 0,0, 4;3
5,6, 0,0, 4;3
5,7, 0,0, 4;3
;5,8, 0,0, 4;3

[Begin Action 1111]
105,9, 0,0, 3,,A
105,8, 0,0, 3,,A
105,7, 0,0, 3,,A
105,6, 0,0, 3,,A
105,5, 0,0, 3,,A
105,4, 0,0, 3,,A
105,3, 0,0, 3,,A
105,2, 0,0, 3,,A
105,1, 0,0, 3,,A
105,0, 0,0, 3,,A

[Begin Action 1112]
105,9, 0,0, 30,,A
105,8, 0,0, 30,,A
105,7, 0,0, 30,,A
105,6, 0,0, 30,,A
105,5, 0,0, 30,,A
105,4, 0,0, 30,,A
105,3, 0,0, 30,,A
105,2, 0,0, 30,,A
105,1, 0,0, 30,,A
105,0, 0,0, 30,,A

[Begin Action 1113]
105,9, 0,0, 300,,A
105,8, 0,0, 300,,A
105,7, 0,0, 300,,A
105,6, 0,0, 300,,A
105,5, 0,0, 300,,A
105,4, 0,0, 300,,A
105,3, 0,0, 300,,A
105,2, 0,0, 300,,A
105,1, 0,0, 300,,A
105,0, 0,0, 300,,A

;-------------------------------------------------------------------
[VS Screen]
time = 600                ;Time to show screen
fadein.time = 15
fadeout.time = 15
;Big portraits
p1.pos =  -20,-408
p1.facing = 1
p1.scale = 1,1
p2.pos = 340,-408
p2.facing = -1
p2.scale = 1,1
;Names
p1.name.pos  =  -500,210
p1.name.font =   4,0,1
p1.name.layerno = 2
p2.name.pos  = 500,35
p2.name.layerno = 2
p2.name.font =   4,0,-1

;-----------------------
;VS Match up screen background
[VersusBGdef] 

[VersusBG 1] 
type  = normal
spriteno = 402,0

[VersusBG 2] ;VS Logo
type = anim
actionno = 27
mask = 1
layerno = 1 ; Front

[VersusBG 3] ; Scrolling Text
type = normal
spriteno = 406,0
start = 0,0
tile = 1,0
tilespacing = 41
velocity = -1,0
trans = addalpha
alpha = 128,256
layerno = 1

[VersusBG 3] ; Scrolling Text
type = normal
spriteno = 406,0
start = 0,220
tile = 1,0
tilespacing = 41
velocity = 1,0
trans = addalpha
alpha = 128,256
layerno = 1

[VersusBG 4]
type = normal
spriteno = 407,0
start = 0,0
trans = Add
alpha = 128,256
layerno = 1

[Begin Action 27]
403,0, 0,0, 5
403,1, 0,0, 5
403,2, 0,0, 5

;-------------------------------------------------------------------
;Demo mode definition
[Demo Mode]
enabled = 1               ;Set to 1 to enable demo mode, 0 to disable
select.enabled = 0        ;Set to 1 to display select screen, 0 to disable
vsscreen.enabled = 0      ;Set to 1 to display versus screen, 0 to disable
title.waittime = 600      ;Time to wait at title before starting demo mode
fight.endtime = 1500      ;Time to display the fight before returning to title
fight.playbgm = 0         ;Set to 1 to enable in-fight BGM, 0 to disable
fight.bars.display = 0    ;Set to 1 to display lifebar, 0 to disable
intro.waitcycles = 1      ;Cycles to wait before intro cutscene is played again
debuginfo = 0             ;Set to 0 to hide debugging info (debug mode only)

;-------------------------------------------------------------------
;Continue screen definition
[Continue Screen]
enabled = 1               ;Set to 1 to show continue screen, 0 to disable

;-------------------------------------------------------------------
;Game over screen definition
[Game Over Screen]
enabled = 1               ;Set to 1 to show game over screen, 0 to disable
storyboard = data/gameover/gameover_mp3.def            ;Game over storyboard filename

;-------------------------------------------------------------------
;Win screen definition
;This is the screen that is shown when you win in arcade mode.
;It will not be displayed if the winning character has an ending.
[Win Screen]
enabled = 1               ;Set to 1 to show win screen, 0 to disable
wintext.text = Congratulations!
wintext.font = 2,0,0
wintext.offset = 159,70
wintext.displaytime = -1
wintext.layerno = 2
fadein.time = 32
pose.time = 300
fadeout.time = 64

;-------------------------------------------------------------------
;Game ending screen definition
;This screen shows up after the Win Screen.
;It will not be displayed if the winning character has an ending.
[Default Ending]
enabled = 0               ;Set to 1 to show credits, 0 to disable
storyboard =              ;Default ending storyboard filename

;-------------------------------------------------------------------
;Ending credits screen definition
;This screen shows up after the Win Screen and Ending
[End Credits]
enabled = 1               ;Set to 1 to show credits, 0 to disable
storyboard = data/MBcredits/MBcredits.def             ;Credits storyboard filename

;-------------------------------------------------------------------
;Survival mode results screen definition
;This is the screen that is shown when you win in survival mode.
;It will not be displayed if the winning character has an ending.
;Whole group is *2001.11.14 NEW*
[Survival Results Screen]
enabled = 1
winstext.text = Rounds survived: %i  ;Use %i for win counter
winstext.font = 3,0,0
winstext.offset = 159,70
winstext.displaytime = -1
winstext.layerno = 2
fadein.time = 32
show.time = 300
fadeout.time = 64
roundstowin = 5           ;Number of rounds to get win pose (lose pose otherwise)

;-------------------------------------------------------------------
;Options screen definition
[Option Info]
cursor.move.snd = 100,0
cursor.done.snd = 100,1
cancel.snd = 100,2

;-------------------
;Options screen background
[OptionBGdef] 

[OptionBG 1]
type  = normal
spriteno = 401,0

