; Definition of stage 0 (training stage)
; *** denotes values you should change/check for each stage.
; The term "background" is used to mean both backgrounds and foregrounds.

;--------------------------------------------------------
[Info]
 ;Name of the stage.
name = "Damned Sea"
displayname = "Night Panic Ship" ;Name to display
versiondate = 09,30,2009    ;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 = "Shwa"             ;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 = -160
boundright = 160

 ;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 = -139
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 = .7

 ;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 = 107

 ;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 = 5
overdrawlow = 5

 ;Horizontal distance player is from edge before camera starts to move
 ;left or right. Typically 50 or 60.
tension = 50


;--------------------------------------------------------
[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 = 25    ;Dist from left of screen that player can move to
screenright = 25   ;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 = 215

 ;Leave this at 1. It makes the players face each other
autoturn = 1

 ;Set the following to 1 to have the background reset itself 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 is the shadow darkening intensity. Valid values range from
 ;0 (lightest) to 256 (darkest). Defaults to 128 if omitted.
intensity = 160

 ;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 = .2

 ;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 = 0,0

;--------------------------------------------------------
[Reflection]
 ;Intensity of reflection (from 0 to 256). Set to 0 to have no
 ;reflection. Defaults to 0.
intensity = 0

;--------------------------------------------------------
[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/DAwake.mp3

 ;Adjust the volume. 0 is normal, negative for softer, and
 ;positive for louder (only for mp3, mods and CDA)
bgvolume = 700

;========================================================
;--------------------------------------------------------
; 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"" (def: "none")
; 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 = DA-Kraken.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 uhh BG]
type = normal
spriteno = 0,0
start = 0, -151
delta = .9, .8
mask = 0

[BG THUNDAAAH]
type = anim
actionno = 7
start = 0, -151
delta = .9, .8
mask = 0

[BG Tentacle R1]
type = anim
actionno = 1
start = 0, -139
delta = 1, 1
mask = 1

[BG Tentacle L]
type = anim
actionno = 3
start = 0, -139
delta = 1, 1
mask = 1

[BG RELEASE THE KRAKEN]
type = anim
actionno = 4
start = 0, -139
delta = 1, 1
mask = 1

[BG Splash]
type = anim
actionno = 6
start = 0, -139
delta = 1, 1
mask = 1

[BG Splash]
type = anim
actionno = 5
start = 0, -139
delta = 1, 1
mask = 1

[BG Ship]
type  = normal
spriteno = 6,0
start = 0, -139
delta = 1, 1
mask = 1

[BG Tentacle R2]
type = anim
actionno = 2
start = 0, -139
delta = 1, 1
mask = 1

[BG Rain]
type = normal
spriteno = 8,0
start = 0, -139
delta = 1, 1
mask = 1
velocity = -12,15
tile = 1, 1
trans = add
layerno = 1

;----------

[Begin action 1]
3,0, 0,0, 8
3,1, 0,0, 8
3,2, 0,0, 8
3,3, 0,0, 8
3,4, 0,0, 8
3,5, 0,0, 8
3,6, 0,0, 8
3,7, 0,0, 8

[Begin action 2]
4,0, 0,0, 8
4,1, 0,0, 8
4,2, 0,0, 8
4,3, 0,0, 8
4,4, 0,0, 8
4,5, 0,0, 8
4,6, 0,0, 8
4,7, 0,0, 8

[Begin action 3]
5,7, 0,0, 8
5,6, 0,0, 8
5,5, 0,0, 8
5,4, 0,0, 8
5,3, 0,0, 8
5,2, 0,0, 8
5,1, 0,0, 8
5,0, 0,0, 8

[Begin action 4]
1,0, 0,10, 4
1,0, 0,9, 4
1,0, 0,8, 4
1,0, 0,7, 4
1,0, 0,6, 4
1,0, 0,5, 4
1,0, 0,4, 4
1,0, 0,3, 4
1,0, 0,2, 4
1,0, 0,1, 4
1,0, 0,0, 4
1,0, 0,1, 4
1,0, 0,2, 4
1,0, 0,3, 4
1,0, 0,4, 4
1,0, 0,5, 4
1,0, 0,6, 4
1,0, 0,7, 4
1,0, 0,8, 4
1,0, 0,9, 4

[Begin action 5]
-1,0, 0,0, 54
7,0, 0,0, 6
7,1, 0,0, 6
7,2, 0,0, 6
7,3, 0,0, 6
7,4, 0,0, 6
7,5, 0,0, 6
7,6, 0,0, 6
7,7, 0,0, 6
-1,0, 0,0, 6

[Begin action 6]
-1,0, 0,0, 60
7,0, 0,0, 6
7,1, 0,0, 6
7,2, 0,0, 6
7,3, 0,0, 6
7,4, 0,0, 6
7,5, 0,0, 6
7,6, 0,0, 6
7,7, 0,0, 6

[Begin action 7]
-1,0, 0,0, 60
0,1, 0,0, 4
0,2, 0,0, 4
0,3, 0,0, 4
0,4, 0,0, 4
0,5, 0,0, 4
0,6, 0,0, 6
0,7, 0,0, 6
0,8, 0,0, 6
0,9, 0,0, 6