;Original Knuckle Fighter stage by Yotoman ;Tools used: StageEditor(KF) Paint.NET, GIMP, Fighter Factory [Info] ;Name of the stage. name = "Knuckle Fighter - Reggie Stage" displayname = "Knuckle Fighter - Reggie Stage" ;Name to display versiondate = 23,05,2018 ;Version date of stage (MM,DD,YYYY or X.XX) mugenversion = 1.0 ;Version of M.U.G.E.N stage works on (X.XX) author = "Meldo" ;Stage author name ;-------------------------------------------------------- [Camera] ;Camera starting position: Usually 0 for both startx = 0 starty = 0 ;Left and right bound of camera ;You may want to fiddle a bit with these values to make sure the ;background doesn't move too far or too little ;*** boundleft = -224 boundright = 224 ;High and low bound of camera ;High is a negative number. Make is more negative if you want to ;camera to be able to move higher. ;Low should usually be 0. ;If omitted, defaults to -25 and 0 respectively ;*** boundhigh = -401 boundlow = 0 ;This is how much the camera will move vertically towards the ;highest player. Valid values are from 0 to 1. A value of 0 will mean ;the camera does not move up at all. A value of 1 will makes the camera ;follow the highest player. ;Typically .2 for normal-sized backgrounds. You may need to pull this ;value up for taller backgrounds. verticalfollow = .9 ;Minimum vertical distance the highest player has to be from the floor, ;before the camera starts to move up to follow him. For extremely ;tall stages, a floor tension of about 20-30 coupled with a ;vertical-follow of .8 allows the camera to follow the action. floortension = 40 ;Horizontal distance player is from edge before camera starts to move ;left or right. Typically 50 or 60. tension = 60 ;Number of pixels beyond the top and bottom of the screen that may ;be drawn. Overdraw specifies the how much can be seen during an ;EnvShake. Overdraw pixels will also be used when the screen aspect ;is taller than the stage aspect. overdrawhigh = 0 overdrawlow = 0 ;Number of pixels into the top and bottom of the screen that may be ;cut from drawing when the screen aspect is shorter than the stage ;aspect. These parameters suggest a guideline, and the actual ;number of pixels cut depends on the difference in aspect. cuthigh = 35 cutlow = 25 ;-------------------------------------------------------- [PlayerInfo] ;--- Player 1 --- ;Player 1 starting coordinates. ;p1startx is typically -70 and p2startx is 70. ;p1starty should be 0. p1startx = -70 ;Starting x coordinates p1starty = 0 ;Starting y coordinates p1facing = 1 ;Direction player faces: 1=right, -1=left ;--- Player 2 --- p2startx = 70 p2starty = 0 p2facing = -1 ;--- Common --- ;Don't change these values. leftbound = -1000 ;Left bound (x-movement) rightbound = 1000 ;Right bound ;-------------------------------------------------------- [Bound] ;Distance from left/right edge of screen that player can move to ;Typically 15 screenleft = 15 ;Dist from left of screen that player can move to screenright = 15 ;Right edge ;-------------------------------------------------------- [StageInfo] ;"Ground" level where players stand at, measured in pixels from the ;top of the screen. ;Adjust this value to move the ground level up/down in the screen. ;*** zoffset = 222 ;Leave this at 1. It makes the players face each other autoturn = 1 ;Set the following to 1 to have the background be reset between ;rounds. resetBG = 1 ;Width and height of the local coordinate space of the stage. localcoord = 320, 240 ;Horizontal and vertical scaling factor for drawing. xscale = 1 yscale = 1 ;-------------------------------------------------------- [Shadow] ;This controls the darkness of the shadow. Valid values range ;from 0 (lightest) to 256 (darkest). Defaults to 128 if omitted. intensity = 100 ;This is the shadow color given in r,g,b. Valid values for each ;range from 0 (lightest) to 255 (darkest). ;Defaults to 0,0,0 if omitted. ;intensity and color's effects add up to give the final shadow ;result. color = 0,0,0 ;This is the scale factor of the shadow. Use a big scale factor ;to make the shadow longer. You can use a NEGATIVE scale factor ;to make the shadow fall INTO the screen. ;Defaults to 0.4 if omitted. yscale = .25 ;This parameter lets you set the range over which the shadow is ;visible. The first value is the high level, and the second is ;the middle level. Both represent y-coordinates of the player. ;A shadow is invisible if the player is above the high level, ;and fully visible if below the middle level. The shadow is ;faded in between the two levels. This gives an effect of the ;shadow fading away as the player gets farther away from the ;ground. If omitted, defaults to no level effects (shadow is ;always fully visible). fade.range = -400,-100 ;-------------------------------------------------------- [Music] ;Put a filename for a MOD, MP3 or MIDI here, or just leave it ;blank if you don't want music. If an invalid filename is ;given, then no music will play. To play CD audio, put ;the track number followed by ".da". Using a track number of ;0 will play a random audio track. For example, to play ;track 3 from a music CD, use: ; bgmusic = 3.da bgmusic = sound/kf-reggie.ogg ;Adjust the volume. 100 is for 100%. bgmvolume = 100 ;======================================================== ;-------------------------------------------------------- ; Background definition ; *** ;------------------------------------- ; [BG x] ; type = ? "Normal"/"Parallax" (def: "normal") ; spriteno = ?, ? Sprite group and number: groupno, imgno (req'd) ; start = ?, ? Starting location (integer) (def: 0, 0) ; delta = ?, ? Change in location per camera unit moved (float) (def: 1,1) ; trans = ? Transparency settings: "none"/"add"/"add1"/"sub"/"addalpha" (def: "none") ; alpha = ?, ? (only for trans=addalpha) Source,dest alpha (def: 256,0) ; mask = ? Masking (int): 0 - off, 1 - on (def: 0) ; velocity = ?, ? Velocity: x, y (float): speed background moves (def: 0, 0) ; tile = ?, ? Tiling: xtile, ytile (int): 0 - off, 1 - infinite, ; >1 - tile that number of times (def: 0, 0) - only for Normal BG ; tilespacing = ?, ? Tiling: x, y (int) : space between tiles (def: 0, 0) ; Parallax-only: ; xscale = ?, ? Top xscale, bottom xscale (float) ; width = ?, ? Top width, bottom width (int) (use either this or above, but not both) ; yscalestart = ? Starting y-scale (float, in percent) (def: 100) ; yscaledelta = ? Change in y-scale per unit (float, in percent) (def: 0) ;------------------------------------- ; Main background definition [BGdef] ;Filename of sprite data spr = kf-reggie.sff ;Set to 1 if you want to clear the screen to magenta before ;drawing layer 0 (the default background). Good for spotting "holes" ;in your background. ;Remember to turn this off when you are done debugging the background, ;because it slows down performance. debugbg = 1 ;---------- [BG Sky] type = normal spriteno = 0,8 start = 0, 0 delta = 0, 0 mask = 0 tile = 1, 0 velocity = -.25, 0 ;---------- [BG Skyscrapers] type = normal spriteno = 0,4 start = 0, -41.5 delta = .5, .5 mask = 1 [BG Trees 2] type = normal spriteno = 0,3 start = -270, 53 delta = .8, .8 mask = 1 trans = addalpha alpha = 256, 70 [BG Trees 1] type = normal spriteno = 0,3 start = 43, 52 delta = .8, .8 mask = 1 trans = addalpha alpha = 256, 70 [BG 2] type = normal spriteno = 0,2 start = 0, 37 delta = .85, .85 mask = 1 [BG 1] type = normal spriteno = 0,1 start = 0, -7 delta = .90, .895 mask = 1 [BG Floor] type = normal spriteno = 0,0 start = 0, -106 delta = 1, 1 mask = 1 [BG Bridge] type = normal spriteno = 0,6 start = 2, -330 delta = 1.050, 1.052 mask = 1 layerno = 0 [BG Bridge Glass] type = normal spriteno = 0,5 start = 2, -330 delta = 1.050, 1.052 mask = 1 layerno = 0 trans = addalpha alpha = 200, 205 [BG Lamppost] type = normal spriteno = 0,7 start = 360.5, -478.5 delta = 1.512, 1.512 mask = 1 layerno = 1