; Gaibel Posible Stage, King of Fighters '97 made by JuanABL

;--------------------------------------------------------
[Info]
 ;Name of the stage.
name = "The Discourament Rain"

;--------------------------------------------------------
[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 = -216
boundright = 216

 ;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 = -25
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 = .3

 ;Distance player is from edge before camera starts to move. Typically 50
tension = 50


;--------------------------------------------------------
[PlayerInfo]
;--- Player 1 ---
 ;Player 1 starting coordinates.
 ;p1startx is typically -70 and p2startx is 70.
 ;p1starty and p1startz should be 0.
p1startx = -70          ;Starting x coordinates
p1starty = 0            ;Starting y coordinates
p1startz = 0            ;Starting z coordinates
p1facing = 1            ;Direction player faces: 1=right, -1=left

;--- Player 2 ---
p2startx = 70
p2starty = 0
p2startz = 0
p2facing = -1

;--- Common ---
 ;Don't change these values.
leftbound  = -1000 ;Left bound (x-movement)
rightbound =  1000 ;Right bound
topbound  =  0     ;Top bound (z-movement)
botbound  =  0     ;Bottom bound

;--------------------------------------------------------
[Scaling]
 ;No need to change these values
topz     = 0       ;Top z-coordinate for scaling
botz     = 50      ;Bottom z-coordinate for scaling
topscale = 1       ;Scale to use at top
botscale = 1.2     ;Scale to use at bottom

;--------------------------------------------------------
[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]
 ;Z offset for drawing
 ;Adjust this value to move the ground level up/down in the screen.
 ;It's the position where the players stand at.
 ;Up - smaller, Down - larger
 ;***
zoffset = 215

 ;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 = 0

;--------------------------------------------------------
[Shadow]
 ;This is the shadow color given in r,g,b. Valid values for each
 ;range from 0 (lightest) to 255 (darkest).
 ;Defaults to 92,92,92 if omitted.
color = 32,32,32

 ;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 = -.1

 ;Set to 1 to draw "reflection" shadows. Defaults to 0.
reflect = 0

;--------------------------------------------------------
[Music]
 ;You should put Rythmic Hallucination, from the '97 AST if possible.
bgmusic = sound/OrochiTeam.mp3
bgvolume = 255
; Main background definition
[BGdef]
spr = stages\Orain.sff
debugbg = 0

[BG black]
type  = normal
spriteno = 4, 0
layerno = 0
start = 0, 0
delta = 0, 0
trans = none
mask  = 1
tile  = 0, 0

[BG Sky]
type  = anim             ;Normal background layer
spriteno = 3, 0            ;Sprite group and number
actionno = 3
layerno = 0                ;0 for background, 1 for foreground
start = 0, 5             ;Start location
delta = 0, 0             ;Far
trans = none               ;No transparency
mask  = 1              
tile  = 0, 0               ;No tiling

;far
[BG Hills]
type  = anim
spriteno = 6, 0
actionno = 6
layerno = 0
start = 0, 0
delta = .3, .6
trans = none
mask  = 1
tile  = 0, 0
tilespacing = 0,0

;near
[BG Hills2]
type  = anim
spriteno = 7, 0            ;Sprite group and number
actionno = 7
layerno = 0                ;0 for background, 1 for foreground
start = 0, 0            ;Start location
delta = .6, .7             ;Change per unit
trans = none               ;No transparency
mask  = 1                  ;No masking
tile  = 0, 0
tilespacing = 0,0

;8, 160
[BG BGL1]
type  = anim
spriteno = 2, 0
actionno = 11
layerno = 0
start = -140, 178
delta = 1
trans = none
mask  = 1
tile  = 0, 0
tilespacing = 0,0

[BG BGL2]
type  = anim
spriteno = 2, 0
actionno = 12
layerno = 0
start = 124, 178
delta = 1
trans = none
mask  = 1
tile  = 0, 0
tilespacing = 0,0

[BG BGL3]
type  = anim
spriteno = 2, 0
actionno = 13
layerno = 0
start = -40, 178
delta = 1
trans = none
mask  = 1
tile  = 0, 0
tilespacing = 0,0

[BG Floor]
type  = normal
spriteno = 0, 0
layerno = 0
start = 0, 187
delta = 1
trans = none
mask  = 1
tile  = 0, 0
tilespacing = 0,0

[BG Water]
type  = anim
spriteno = 5, 0
actionno = 5
layerno = 0
start = 0, 0
delta = 1
mask  = 1

[BG a1]
type  = anim
spriteno = 8, 0
actionno = 108
layerno = 0
start = 1, -2
delta = 1
mask  = 1

[BG b1]
type  = anim
spriteno = 9, 0
actionno = 109
layerno = 0
start = -1, 1
delta = 1
mask  = 1

[BG c1]
type  = anim
spriteno = 12, 0
actionno = 112
layerno = 0
start = 6, -1
delta = 1
mask  = 1

[BG a2]
type  = anim
spriteno = 8, 0
actionno = 208
layerno = 0
start = -2, -2
delta = 1
mask  = 1

[BG b2]
type  = anim
spriteno = 9, 0
actionno = 209
layerno = 0
start = 0, 1
delta = 1
mask  = 1

[BG c2]
type  = anim
spriteno = 12, 0
actionno = 212
layerno = 0
start = -7, -1
delta = 1
mask  = 1

;If you wish to remove the pilars (it won't look bad)

; Delete from here 

;Pilar 1 destroyed

[BG Pilar2]
type  = normal
spriteno = 10, 1
layerno = 0
start = 0, 0
delta = 1
trans = none
mask  = 1
tile  = 0, 0

;Pilar 3 destroyed

[BG Pilar4]
type  = normal
spriteno = 10, 3
layerno = 0
start = 0, 0
delta = 1
trans = none
mask  = 1
tile  = 0, 0

;Pilar 5 destroyed

[BG Pilar6]
type  = normal
spriteno = 10, 5
layerno = 0
start = 0, 0
delta = 1
trans = none
mask  = 1
tile  = 0, 0

; Stop erasing stuff

[BG FGL1]
type  = anim
spriteno = 2, 0
actionno = 14
layerno = 0
start = 136, 180
delta = 1
trans = none
mask  = 1
tile  = 0, 0
tilespacing = 0,0

[BG FGL2]
type  = anim
spriteno = 2, 0
actionno = 15
layerno = 0
start = -156, 176
delta = 1
trans = none
mask  = 1
tile  = 0, 0
tilespacing = 0,0

[BG BFGL1]
type  = anim
spriteno = 2, 0
actionno = 17
layerno = 0
start = -200, -4
delta = 1
trans = none
mask  = 1
tile  = 0, 0
tilespacing = 0,0

[BG BFGL2]
type  = anim
spriteno = 2, 0
actionno = 18
layerno = 0
start = -56, -1
delta = 1
trans = none
mask  = 1
tile  = 0, 0
tilespacing = 0,0

[BG BFGL3]
type  = anim
spriteno = 2, 0
actionno = 19
layerno = 0
start = 336, 31
delta = 1
trans = none
mask  = 1
tile  = 0, 0
tilespacing = 0,0

[BG BFGL4]
type  = anim
spriteno = 2, 0
actionno = 20
layerno = 0
start = 212, 3
delta = 1
trans = none
mask  = 1
tile  = 0, 0
tilespacing = 0,0

[BG BFGL5]
type  = anim
spriteno = 2, 0
actionno = 21
layerno = 0
start = -76, 0
delta = 1
trans = none
mask  = 1
tile  = 0, 0
tilespacing = 0,0

[BG BFGL6]
type  = anim
spriteno = 2, 0
actionno = 19
layerno = 0
start = -330, 22
delta = 1
trans = none
mask  = 1
tile  = 0, 0
tilespacing = 0,0

[BG Respingo]
type  = anim
start = 0, 218
trans = add
actionno = 100
delta = 1, 1

[BG Respingo]
type  = anim
start = -50, 190
trans = add
actionno = 101
delta = 1, 1

[BG Respingo]
type  = anim
start = -100, 216
trans = add
actionno = 100
delta = 1, 1

[BG Respingo]
type  = anim
start = -150, 195
trans = add
actionno = 101
delta = 1, 1

[BG Respingo]
type  = anim
start = -200, 219
trans = add
actionno = 100
delta = 1, 1

[BG Respingo]
type  = anim
start = -250, 195
trans = add
actionno = 101
delta = 1, 1

[BG Respingo]
type  = anim
start = -300, 216
trans = add
actionno = 100
delta = 1, 1

[BG Respingo]
type  = anim
start = -300, 190
trans = add
actionno = 100
delta = 1, 1

[BG Respingo]
type  = anim
start = -350, 197
trans = add
actionno = 101
delta = 1, 1

[BG Respingo]
type  = anim
start = 50, 190
trans = add
actionno = 101
delta = 1, 1

[BG Respingo]
type  = anim
start = 100, 216
trans = add
actionno = 100
delta = 1, 1

[BG Respingo]
type  = anim
start = 150, 195
trans = add
actionno = 101
delta = 1, 1

[BG Respingo]
type  = anim
start = 200, 219
trans = add
actionno = 100
delta = 1, 1

[BG Respingo]
type  = anim
start = 250, 195
trans = add
actionno = 101
delta = 1, 1

[BG Respingo]
type  = anim
start = 300, 216
actionno = 100
delta = 1, 1
trans = add

[BG Respingo]
type  = anim
start = 300, 190
actionno = 100
delta = 1, 1
trans = add

[BG Respingo]
type  = anim
start = 350, 197
actionno = 100
delta = 1, 1
trans = add



[BG RAIN]
type  = anim
layerno = 1
start = 0, -8
delta = 1, 1
velocity = 0, 0
actionno = 1
tile = 1,0
tilespacing = 747, 0

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

;Sky
[Begin action 3]
3,0, 0,0, 6 ; Dark
3,1, 0,0, 6 ; Bright
3,2, 0,0, 6 ; Med
3,3, 0,0, 6
3,4, 0,0, 6
3,1, 0,0, 6
3,5, 0,0, 6
3,6, 0,0, 6
3,7, 0,0, 6
3,8, 0,0, 6
3,9, 0,0, 6
3,10, 0,0, 6
3,11, 0,0, 6
3,12, 0,0, 6
3,13, 0,0, 6
3,14, 0,0, 6
3,15, 0,0, 6
3,16, 0,0, 6
3,17, 0,0, 6
3,18, 0,0, 6
3,19, 0,0, 6
3,20, 0,0, 6
3,21, 0,0, 6
3,22, 0,0, 6 ; Very dark
3,0, 0,0, 6 ; Dark
3,1, 0,0, 6 ; Bright
3,2, 0,0, 6 ; Med
3,3, 0,0, 6
3,4, 0,0, 6
3,16, 0,0, 6
3,17, 0,0, 6
3,18, 0,0, 6
3,19, 0,0, 6
3,20, 0,0, 6
3,5, 0,0, 6
3,6, 0,0, 6
3,7, 0,0, 6
3,8, 0,0, 6
3,9, 0,0, 6
3,10, 0,0, 6
3,11, 0,0, 6
3,12, 0,0, 6
3,13, 0,0, 6
3,14, 0,0, 6
3,15, 0,0, 6
3,21, 0,0, 6
3,22, 0,0, 6 ; Very dark

[Begin action 5]
5,0, 0,0, 4
5,1, 0,0, 4
5,2, 0,0, 4
5,3, 0,0, 4
5,4, 0,0, 4

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

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



[Begin action 11]
2,0, 0,0, 2330
11,0, 0,0, 2, H
11,1, 0,0, 2, H
11,2, 0,0, 2, H
11,3, 0,0, 2, H
11,4, 0,0, 2, H
11,5, 0,0, 2, H
11,4, 0,0, 2, H
11,5, 0,0, 2, H
11,4, 0,0, 2, H
11,5, 0,0, 2, H
11,4, 0,0, 2, H
11,3, 0,0, 2, H
11,2, 0,0, 2, H
11,1, 0,0, 2, H
11,0, 0,0, 2, H
2,0, 0,0, 112

[Begin action 12]
11,0, 0,0, 2
11,1, 0,0, 2
11,2, 0,0, 2
11,3, 0,0, 2
11,4, 0,0, 2
11,5, 0,0, 2
11,4, 0,0, 2
11,5, 0,0, 2
11,4, 0,0, 2
11,4, 0,0, 2
11,5, 0,0, 2
11,5, 0,0, 2
11,4, 0,0, 2
11,5, 0,0, 2
11,4, 0,0, 2
11,3, 0,0, 2
11,2, 0,0, 2
11,1, 0,0, 2
11,0, 0,0, 2
2,0, 0,0, 3615

[Begin action 13]
2,0, 0,0, 903
11,0, 0,0, 2, H
11,1, 0,0, 2, H
11,2, 0,0, 2, H
11,3, 0,0, 2, H
11,4, 0,0, 2, H
11,5, 0,0, 2, H
11,4, 0,0, 2, H
11,5, 0,0, 2, H
11,4, 0,0, 2, H
11,5, 0,0, 2, H
11,4, 0,0, 2, H
11,5, 0,0, 2, H
11,4, 0,0, 2, H
11,3, 0,0, 2, H
11,2, 0,0, 2, H
11,1, 0,0, 2, H
11,0, 0,0, 2, H
2,0, 0,0, 2942

[Begin action 14]
2,0, 0,0, 1433
11,0, 0,0, 3
11,1, 0,0, 3
11,2, 0,0, 3
11,3, 0,0, 3
11,4, 0,0, 3
11,5, 0,0, 3
11,4, 0,0, 3
11,5, 0,0, 3
11,4, 0,0, 3
11,5, 0,0, 3
11,4, 0,0, 3
11,3, 0,0, 3
11,2, 0,0, 3
11,1, 0,0, 3
11,0, 0,0, 3
2,0, 0,0, 1278

[Begin action 15]
2,0, 0,0, 932
11,0, 0,0, 2
11,1, 0,0, 2
11,2, 0,0, 2
11,3, 0,0, 2
11,4, 0,0, 2
11,5, 0,0, 2
11,4, 0,0, 2
11,5, 0,0, 2
11,4, 0,0, 2
11,5, 0,0, 2
11,4, 0,0, 2
11,5, 0,0, 2
11,4, 0,0, 2
11,5, 0,0, 2
11,4, 0,0, 2
11,3, 0,0, 2
11,2, 0,0, 2
11,1, 0,0, 2
11,0, 0,0, 2
2,0, 0,0, 2611

[Begin action 17]
2,0, 0,0, 1201
17,0, 0,0, 2, H
2,0, 0,0, 4
17,1, 0,0, 2, H
17,2, 0,0, 2, H
17,3, 0,0, 2, H
17,4, 0,0, 2, H
17,5, 0,0, 2, H
17,6, 0,0, 2, H
17,7, 0,0, 2, H
17,8, 0,0, 2, H
17,9, 0,0, 2, H
17,10, 0,0, 2, H
17,11, 0,0, 2, H
17,12, 0,0, 2, H
17,12, 0,0, 2, H
17,13, 0,0, 2, H
17,12, 0,0, 2, H
17,13, 0,0, 2, H
17,12, 0,0, 2, H
17,13, 0,0, 2, H
17,13, 0,0, 2, H
17,12, 0,0, 2, H
17,11, 0,0, 2, H
17,10, 0,0, 2, H
17,9, 0,0, 2, H
2,0, 0,0, 1332

[Begin action 18]
2,0, 0,0, 1999
17,0, 0,0, 2
2,0, 0,0, 5
17,1, 0,0, 2
17,2, 0,0, 2
17,3, 0,0, 2
17,4, 0,0, 2
17,5, 0,0, 2
17,6, 0,0, 2
17,7, 0,0, 2
17,8, 0,0, 2
17,9, 0,0, 2
17,10, 0,0, 2
17,11, 0,0, 2
17,12, 0,0, 2
17,13, 0,0, 2
17,12, 0,0, 2
17,13, 0,0, 2
17,12, 0,0, 2
17,13, 0,0, 2
17,12, 0,0, 2
17,11, 0,0, 2
17,10, 0,0, 2
17,9, 0,0, 2
2,0, 0,0, 999

[Begin action 19]
2,0, 0,0, 569
17,0, 0,0, 2
2,0, 0,0, 3
17,1, 0,0, 2
17,2, 0,0, 2
17,3, 0,0, 2
17,4, 0,0, 2
17,5, 0,0, 2
17,6, 0,0, 2
17,7, 0,0, 2
17,8, 0,0, 2
17,9, 0,0, 2
17,10, 0,0, 2
17,11, 0,0, 2
17,12, 0,0, 2
17,13, 0,0, 2
17,12, 0,0, 2
17,13, 0,0, 2
17,13, 0,0, 2
17,12, 0,0, 2
17,11, 0,0, 2
17,10, 0,0, 2
17,9, 0,0, 2
2,0, 0,0, 1717

[Begin action 20]
2,0, 0,0, 1444
17,0, 0,0, 2, H
2,0, 0,0, 4
17,1, 0,0, 2, H
17,2, 0,0, 2, H
17,3, 0,0, 2, H
17,4, 0,0, 2, H
17,5, 0,0, 2, H
17,6, 0,0, 2, H
17,7, 0,0, 2, H
17,8, 0,0, 2, H
17,9, 0,0, 2, H
17,10, 0,0, 2, H
17,11, 0,0, 2, H
17,12, 0,0, 2, H
17,13, 0,0, 2, H
17,12, 0,0, 2, H
17,13, 0,0, 2, H
17,12, 0,0, 2, H
17,13, 0,0, 2, H
17,12, 0,0, 2, H
17,11, 0,0, 2, H
17,10, 0,0, 2, H
17,9, 0,0, 2, H
2,0, 0,0, 966

[Begin action 21]
2,0, 0,0, 799
17,0, 0,0, 3
2,0, 0,0, 5
17,1, 0,0, 3
17,2, 0,0, 3
17,3, 0,0, 3
17,4, 0,0, 3
17,5, 0,0, 3
17,6, 0,0, 3
17,7, 0,0, 3
17,8, 0,0, 3
17,9, 0,0, 3
17,10, 0,0, 3
17,11, 0,0, 3
17,12, 0,0, 3
17,13, 0,0, 3
17,12, 0,0, 3
17,12, 0,0, 3
17,13, 0,0, 3
17,13, 0,0, 3
17,12, 0,0, 3
17,11, 0,0, 3
17,10, 0,0, 3
17,9, 0,0, 3
2,0, 0,0, 2312


[Begin action 108]
8,0, 0,0, 8
8,1, 0,0, 8
8,2, 0,0, 8
8,3, 0,0, 8
8,4, 0,0, 8
8,5, 0,0, 8
8,6, 0,0, 8
8,7, 0,0, 8

[Begin action 109]
9,0, 0,0, 8
9,1, 0,0, 8
9,2, 0,0, 8
9,3, 0,0, 8
9,4, 0,0, 8
9,5, 0,0, 8
9,6, 0,0, 8
9,7, 0,0, 8

[Begin action 112]
12,0, 0,0, 8
12,1, 0,0, 8
12,2, 0,0, 8
12,3, 0,0, 8
12,4, 0,0, 8
12,5, 0,0, 8
12,6, 0,0, 8
12,7, 0,0, 8

[Begin action 208]
8,4, 0,0, 8, H
8,5, 0,0, 8, H
8,6, 0,0, 8, H
8,7, 0,0, 8, H
8,0, 0,0, 8, H
8,1, 0,0, 8, H
8,2, 0,0, 8, H
8,3, 0,0, 8, H

[Begin action 209]
9,4, 0,0, 8, H
9,5, 0,0, 8, H
9,6, 0,0, 8, H
9,7, 0,0, 8, H
9,0, 0,0, 8, H
9,1, 0,0, 8, H
9,2, 0,0, 8, H
9,3, 0,0, 8, H

[Begin action 212]
12,3, 0,0, 8, H
12,4, 0,0, 8, H
12,5, 0,0, 8, H
12,6, 0,0, 8, H
12,7, 0,0, 8, H
12,0, 0,0, 8, H
12,1, 0,0, 8, H
12,2, 0,0, 8, H

[Begin action 100]
 2,0, 0,0, 100
13,0, 0,0, 7,,A1
13,1, 0,0, 7,,A1
13,2, 0,0, 7,,A1
13,3, 0,0, 7,,A1
13,4, 0,0, 7,,A1
13,5, 0,0, 7,,A1

[Begin action 101]
13,0, 0,0, 7,,A1
13,1, 0,0, 7,,A1
13,2, 0,0, 7,,A1
13,3, 0,0, 7,,A1
13,4, 0,0, 7,,A1
13,5, 0,0, 7,,A1
 2,0, 0,0, 30
