;Hyper DragonBall Z - The Husk of Humanity Stage

;by Alpha Proto & XGargoyle & Toni

[info]
name 		= "The Husk of Humanity"
displayname	= "Husk of Humanity"
author		= "Alpha Proto & XGargoyle & Toni, oh my."

[camera]
startx 		= 0 ;-16
starty 		= 0
boundleft 	= -295 ;-208
boundright 	= 295 ;208
boundhigh 	= -300 ;-400
boundlow 	= 0
tension 	= 50
verticalfollow 	= .75
floortension 	= 90


;--------------------------------------------------------
[playerinfo]
p1startx = -70          ;starting x coordinates
p1starty = 0            ;starting y coordinates
p1startz = 0            ;starting z coordinates
p1facing = 1            ;direction player faces: 1=right, -1=left

p2startx = 70
p2starty = 0
p2startz = 0
p2facing = -1

leftbound  = -1000 ;left bound (x-movement)
rightbound =  1000 ;right bound
topbound  =  0   ;Top bound (z-movement)
botbound  =  0    ;Bottom bound

;--------------------------------------------------------
[scaling]
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]
screenleft = 30    ;dist from left of screen that player can move to
screenright = 30   ;right edge

;--------------------------------------------------------
[stageinfo]
 
zoffset = 220 ;-28 ;220
zoffsetlink = 2 ;10
autoturn = 1
resetbg = 0

;--------------------------------------------------------
[shadow]
intensity = 40
color = 20,10,10
fade.range = 0,-50
yscale = 0.4


;--------------------------------------------------------
[music]

bgmusic = sound/stages/hdbz_husk.mp3
bgvolume = 100

;looping points for hdbz_husk.mp3
bgmloopstart = 276288
bgmloopend = 4168153

;========================================================
; main background definition
[bgdef]
spr = stages/hdbz_husk.sff
debugbg = 0

;----------

[bg sky]
type = normal
spriteno = 0,0
start = 0, 0
tile = 1,1
delta = .01,.01
velocity = .05 ,0
sin.y = 4, 720

[bg sky 1]
type = normal
spriteno = 0,1
start = 0, 0
tile = 1,0
delta = .05,.05
velocity = .28 ,0
sin.y = 3, 720
mask = 1

[bg sky 2]
type = normal
spriteno = 0,2
start = 0, 0
tile = 1,0
delta = .1,.1
velocity = .3 ,0
sin.y = 3.3, 720
mask = 1

[bg moon glow]
type = anim
actionno = 1
spriteno = 1,0
start = 0, 250
delta = .05,.15
mask = 1

[Begin action 1]

1,0, 0,0, -1, ,AS256D256

[bg moon]
type = normal
spriteno = 2,0
start = 0, 250
delta = .05,.15
mask = 1

[bg green city heat] ;animated
type  = anim
actionno = 22
start = 0, 340
delta = 0.1,0.1
mask = 1
id = 22

[Begin action 22]
22,0, 0,0, 4
22,1, 0,0, 4
22,2, 0,0, 4
22,3, 0,0, 4
22,4, 0,0, 4
22,5, 0,0, 4
22,6, 0,0, 4
22,7, 0,0, 4
22,8, 0,0, 4
22,9, 0,0, 4

[bg red city heat] ;animated
type  = anim
actionno = 3
start = 0, 290
delta = 0.2,0.2
mask = 1
id = 3

[Begin action 3]
3,0, 0,0, 4
3,1, 0,0, 4
3,2, 0,0, 4
3,3, 0,0, 4
3,4, 0,0, 4
3,5, 0,0, 4
3,6, 0,0, 4
3,7, 0,0, 4
3,8, 0,0, 4
3,9, 0,0, 4
3,10, 0,0, 4
3,11, 0,0, 4
3,12, 0,0, 4
3,13, 0,0, 4
3,14, 0,0, 4
3,15, 0,0, 4
3,16, 0,0, 4
3,17, 0,0, 4
3,18, 0,0, 4
3,19, 0,0, 4
3,20, 0,0, 4
3,21, 0,0, 4
3,22, 0,0, 4
3,23, 0,0, 4
3,24, 0,0, 4
3,25, 0,0, 4
3,26, 0,0, 4
3,27, 0,0, 4
3,28, 0,0, 4
3,29, 0,0, 4
3,30, 0,0, 4
3,31, 0,0, 4
3,32, 0,0, 4
3,33, 0,0, 4
3,34, 0,0, 4
3,35, 0,0, 4

[bg gray city]
type = normal
spriteno = 4,0
start = 0, 300
delta = 0.3, 0.3;0.45,0.45
mask = 1
id = 4

[bg Mushroom R]
type = normal
spriteno = 5,0
start = 0, 240
delta = 0.6,0.6

mask = 1
id = 5

[bg Mushroom L]
type = normal
spriteno = 6,0
start = 0, 240
delta = 0.6,0.6
mask = 1
id = 6

[bg Domino L]
type = normal
spriteno = 7,0
start = 0, 240
delta = 0.7,0.7
mask = 1
id = 7

[bg Domino R]
type = normal
spriteno = 8,0
start = 0, 240
delta = 0.7,0.7
mask = 1
id = 8

[bg parking back]
type  = normal
spriteno = 9,10
start = -10, 248
delta = 0.77,0.77
mask = 1
id = 9

[bg parking]
type  = normal
spriteno = 9,11
start = 0, 240
delta = 0.8,0.8
mask = 1
id = 9

[bg parking car]
type  = anim

actionno = 91
start = 0, 240
delta = 0.8,0.8
mask = 1
id = 9

[Begin action 91]
9,13, 0,0, 300
9,12, 0,0, 2
9,13, 0,0, 2
9,12, 0,0, 2
9,13, 0,0, 2
9,12, 0,0, 2
9,13, 0,0, 2
9,12, 0,0, 6
9,13, 0,0, 4
9,12, 0,0, 6
9,13, 0,0, 4
9,12, 0,0, 90
9,13, 0,0, 2
9,12, 0,0, 2
9,13, 0,0, 2
9,12, 0,0, 2
9,13, 0,0, 2
9,12, 0,0, 6

[bg ember]
type = normal
spriteno = 21,0
start = 0, 0
delta = .9, .9
mask = 1
tile = 1, 1
sin.x = 20, 100
sin.y = 10, 400
velocity = -0.07, -3

[bg ember 1]
type = normal
spriteno = 21,0
start = 200, 200
delta = .9, .9
mask = 1
tile = 1, 1
sin.x = -20, 100
sin.y = 10, 300
velocity = -0.07, -3

[bg ground]
type = normal
spriteno = 10,0
start = 0, 248
delta = 1, 1
mask = 1
id = 10

[bg fire]
type  = anim
actionno = 20
start = -30, 220
delta = 1,1
mask = 1
sin.y = 7, 500
id = 20

[bg fire 1]
type  = anim
actionno = 20
start = 400, 200
delta = 1,1
mask = 1
sin.y = -7, 500
id = 20

[bg fire 2]
type  = anim
actionno = 20
start = -400, 200 ;180
delta = 1,1
mask = 1
sin.y = -7, 500
id = 20

;--------------------------------------------
[Begin action 20] ;fire
20,0, 0,0, 4
20,1, 0,0, 4
20,2, 0,0, 4
20,3, 0,0, 4

[bg ground]
type = normal
spriteno = 10,1
start = 0, 248
delta = 1, 1
mask = 1
id = 10

;----------
[bg position]
type  = dummy
spriteno = -1,0
start = 0, 0
delta = 1,1
mask = 1
id = 10

[BG Dummy] ;Dummy object for player's zoffset to be bound to
type  = dummy
id = 2 ;10
start = 0,0
positionlink = 1





;------------------------------------------
[BGCtrlDef Domino L]
looptime =  -1
ctrlID = 7

[BGCtrl 7.1] ;start trembling
type = SinX
time = 2100 ;300 
value = 1, 10, 0 
[BGCtrl 7.1] ;start trembling
type = SinY
time = 2130 ;330 
value = 1, 20, 0 
[BGCtrl 7.1] ;stop trembling
type = SinX
time = 2135 ;335 
value = 0, 0, 0 
[BGCtrl 7.1] ;fall
type = PosAdd
time = 2140 ;340 
x = 2
y = 5
[BGCtrl 7.1] ;end trembling
type = SinY
time = 2145 ;345 
value = 0, 0, 0 
;---------------------------------
[BGCtrl 7.1] ;start trembling
type = SinX
time = 2280 ;480 
value = 1, 10, 0 
[BGCtrl 7.1] ;start trembling
type = SinY
time = 2310 ;510 
value = 1, 20, 0 
[BGCtrl 7.1] ;stop trembling
type = SinX
time = 2315 ;515 
value = 0, 0, 0 
[BGCtrl 7.1] ;fall
type = PosAdd
time = 2320 ;520 
x = 2
y = 8
[BGCtrl 7.1] ;end trembling
type = SinY
time = 2325 ;525 
value = 0, 0, 0 
;-------------------------------
[BGCtrl 7.1] ;start trembling
type = SinX
time = 2460 ;660 
value = 1, 5, 0 
[BGCtrl 7.1] ;start sinking
type = VelSet
time = 2490
x = .1
y = .4
[BGCtrl 7.1]
type = VelAdd
time = 2760 ;2700 ;900 
x = 0.05
y = -0.05 ;0.3
[BGCtrl 7.1]
type = Enable
time = 4000 ;3120 ;1320
value = 0




;------------------------------------------
[BGCtrlDef Domino R]
looptime =  -1
ctrlID = 8

[BGCtrl 8.1] ;start trembling
type = SinX
time = 2880 ;300 
value = 1, 10, 0 
[BGCtrl 8.1] ;start trembling
type = SinY
time = 2910 ;330 
value = 1, 20, 0 
[BGCtrl 7.1] ;stop trembling
type = SinX
time = 2915 ;335 
value = 0, 0, 0 
[BGCtrl 8.1] ;fall
type = PosAdd
time = 2920 ;340 
x = -1
y = 2.5
[BGCtrl 8.1] ;end trembling
type = SinY
time = 2925 ;345 
value = 0, 0, 0 
;---------------------------------
[BGCtrl 8.1] ;start trembling
type = SinX
time = 3060 ;480 
value = 1, 10, 0 
[BGCtrl 8.1] ;start trembling
type = SinY
time = 3090 ;510 
value = 1, 20, 0 
[BGCtrl 8.1] ;stop trembling
type = SinX
time = 3095 ;515 
value = 0, 0, 0 
[BGCtrl 8.1] ;fall
type = PosAdd
time = 3100 ;520 
x = -1
y = 4
[BGCtrl 8.1] ;end trembling
type = SinY
time = 3105 ;525 
value = 0, 0, 0 
;-------------------------------
[BGCtrl 8.1] ;start trembling
type = SinX
time = 3240 ;660 
value = 1, 5, 0 
;[BGCtrl 8.1] ;start trembling
;type = SinY
;time = 3270 ;690 
;value = 300, 3072, 0 
[BGCtrl 8.1] ;start sinking
type = VelSet
time = 2490
x = -.075
y = .3
[BGCtrl 8.1]
type = VelAdd
time = 3450 ;870 
x = -0.05
y = -0.1 ;0.3
[BGCtrl 8.1]
type = Enable
time = 4200 ;1320
value = 0





;------------------------------------------
[BGCtrlDef Mushroom R]
looptime =  -1
ctrlID = 5

[BGCtrl 5.1] ;start trembling
type = SinX
time = 5040 ;300 
value = 1, 10, 0 
[BGCtrl 5.1] ;start trembling
type = SinY
time = 5070 ;330 
value = 2, 20, 0 
[BGCtrl 5.1] ;stop trembling
type = SinX
time = 5075 ;335 
value = 0, 0, 0 
[BGCtrl 5.1] ;fall
type = PosAdd
time = 5080 ;340 
x = -1
y = 10
[BGCtrl 5.1] ;end trembling
type = SinY
time = 5085 ;345 
value = 0, 0, 0 
;---------------------------------
[BGCtrl 5.1] ;start trembling
type = SinX
time = 5085 ;345 
value = -3, 1024, 0 
[BGCtrl 5.1]
type = VelAdd
time = 5090 ;350
x = -0.05
y = 0.1
;[BGCtrl 5.1] ;fall
;type = SinX
;time = 5160 ;420 
;value = -100, 2048, 0 
;[BGCtrl 5.1] ;fall
;type = SinY
;time = 5160 ;420 
;value = 200, 2048, 0 
[BGCtrl 5.1] ;start sinking
type = VelSet
time = 5160
x = -.06
y = .25
[BGCtrl 5.1]
type = VelAdd
time = 5240 ;500 
x = 0.05
y = 0.15
[BGCtrl 5.1]
type = Enable
time = 6540 ;800
value = 0





;------------------------------------------
[BGCtrlDef Mushroom L]
looptime =  -1
ctrlID = 6

[BGCtrl 6.1]
type = SinX
time = 2560
value = .5, 5, 0 
[BGCtrl 9.2]
type = SinX
time = 2900
value = 0, 5, 0

[BGCtrl 6.1] ;start trembling
type = SinX
time = 5400 ;300 
value = 1, 10, 0 
[BGCtrl 6.1] ;start trembling
type = SinY
time = 5430 ;330 
value = 2, 20, 0 
[BGCtrl 6.1] ;stop trembling
type = SinX
time = 5435 ;335 
value = 0, 0, 0 
[BGCtrl 6.1] ;fall
type = PosAdd
time = 5440 ;340 
x = 1
y = 10
[BGCtrl 6.1] ;end trembling
type = SinY
time = 5445 ;345 
value = 0, 0, 0 
;---------------------------------
[BGCtrl 6.1] ;start trembling
type = SinX
time = 5445 ;345 
value = 3, 1024, 0 
[BGCtrl 6.1]
type = VelAdd
time = 5450 ;350
x = 0.05
y = 0.1
[BGCtrl 6.1] ;fall
type = SinX
time = 5520 ;420 
value = 100, 2048, 0 
[BGCtrl 6.1] ;fall
type = SinY
time = 5520 ;420 
value = 200, 2048, 0 
[BGCtrl 6.1]
type = VelAdd
time = 5600 ;500 
x = 0.1
y = 0.3
[BGCtrl 6.1]
type = VelAdd
time = 6000 ;500 
x = -0.1
[BGCtrl 6.1]
type = Enable
time = 6000 ;900
value = 0





;------------------------------------------
[BGCtrlDef Parking]
looptime =  -1 
ctrlID = 9

[BGCtrl 9.1]
type = SinX
time = 2460
value = .5, 5, 0 
[BGCtrl 9.2]
type = SinX
time = 3400
value = 0, 5, 0

[BGCtrl 9.1]
type = SinX
time = 5520
value = .5, 5, 0 
[BGCtrl 9.1]
type = SinX
time = 5600
value = 1, 5, 0 
[BGCtrl 9.1]
type = SinX
time = 5900
value = 1, 5, 0 
[BGCtrl 9.2]
type = SinX
time = 6200
value = 0, 5, 0


[BGCtrl 9.1] ;start trembling
type = SinX
time = 6720 ;300 
value = 1, 16, 0 
[BGCtrl 9.1] ;start trembling
type = SinY
time = 6750 ;330 
value = 1, 20, 0 
[BGCtrl 9.1] ;stop trembling
type = SinX
time = 6755 ;335 
value = 0, 0, 0 
[BGCtrl 9.1] ;fall
type = PosAdd
time = 6760 ;340 
x = -2
y = 5
[BGCtrl 9.1] ;end trembling
type = SinY
time = 6765 ;345 
value = 0, 0, 0 
;---------------------------------
[BGCtrl 9.1] ;start trembling
type = SinX
time = 6800 ;380 
value = 1, 10, 0 
[BGCtrl 9.1] ;start trembling
type = SinY
time = 6830 ;410 
value = 1, 20, 0 
[BGCtrl 9.1] ;stop trembling
type = SinX
time = 6835 ;415 
value = 0, 0, 0 
[BGCtrl 9.1] ;fall
type = PosAdd
time = 6840 ;420 
x = -2
y = 8
[BGCtrl 9.1] ;end trembling
type = SinY
time = 6845 ;425 
value = 0, 0, 0 
;-------------------------------
[BGCtrl 9.1] ;start trembling
type = SinX
time = 6880 ;460 
value = 1, 5, 0 
;[BGCtrl 9.1] ;start trembling
;type = SinY
;time = 6910 ;490 
;value = 500, 2248, 0 
[BGCtrl 9.1] ;start sinking
type = VelSet
time = 6910
x = -.1
y = .5
[BGCtrl 9.1]
type = VelAdd
time = 6940 ;520 
x = -0.05
y = -0.1 
[BGCtrl 9.1]
type = VelAdd
time = 6980 ;560 
x = -0.1
y = -0.2
[BGCtrl 9.1]
type = VelAdd
time = 7100 ;560 
x = 0.1
y = 0.1

[BGCtrl 9.1]
type = Enable
time = 10280 ;1000
value = 0





;-----
[BGCtrlDef background City]
looptime =  -1
ctrlID = 4

[BGCtrl 10.1]
type = SinX
time = 2445
value = .5, 10, 0 

[BGCtrl 10.2]
type = SinX
time = 2720
value = 0, 5, 0

[BGCtrl 10.3]
type = SinX
time = 5000
value = .5, 10, 0

[BGCtrl 10.4]
type = SinX
time = 5200
value = 0, 5, 0

[BGCtrl 10.5]
type = SinX
time = 5550
value = .5, 10, 0

[BGCtrl 10.6]
type = SinX
time = 5800
value = 0, 5, 0



;-----
[BGCtrlDef floor]
looptime =  -1
ctrlID = 10

[BGCtrl 10.1]
type = SinY
time = 2140
value = 1, 5, 0 

[BGCtrl 10.2]
type = SinY
time = 2145
value = 0, 5, 0

[BGCtrl 10.3]
type = SinY
time = 2320
value = 1, 5, 0

[BGCtrl 10.4]
type = SinY
time = 2325
value = 0, 5, 0

[BGCtrl 10.6]
type = SinY
time = 2500
value = .5, 5, 0

[BGCtrl 10.6]
type = SinY
time = 2660
value = 1, 5, 0

[BGCtrl 10.6]
type = SinY
time = 2720
value = .5, 5, 0

[BGCtrl 10.7]
type = SinY
time = 3500
value = 0, 5, 0

[BGCtrl 10.10]
type = SinY
time = 5160
value = .5, 5, 0

[BGCtrl 10.11]
type = SinY
time = 5200
value = 1, 5, 0

[BGCtrl 10.10]
type = SinY
time = 5380
value = .5, 5, 0

[BGCtrl 10.11]
type = SinY
time = 5400
value = 0, 5, 0

[BGCtrl 10.10]
type = SinY
time = 5520
value = .5, 5, 0

[BGCtrl 10.11]
type = SinY
time = 5600
value = 1, 5, 0

[BGCtrl 10.10]
type = SinY
time = 5680
value = .5, 5, 0

[BGCtrl 10.11]
type = SinY
time = 5900
value = 0, 5, 0

[BGCtrl 10.30]
type = SinY
time = 6880
value = .5, 5, 0

[BGCtrl 10.31]
type = SinY
time = 6910
value = 1, 5, 0

[BGCtrl 10.32]
type = SinY
time = 7100
value = .5, 5, 0

[BGCtrl 10.33]
type = SinY
time = 8500
value = 0, 5, 0