; Definitions of system screens

; Motif: MUGEN1
; Optimal resolution: 1280x720
; Supported languages: en, ja

; Notes about fonts:
;   - up to 10 fonts can be specified in the [Files] section.
;   - fonts indexed here do not refer to the ones in fight.def
;   - fonts are search in directories in the following order:
;     1. system directory
;     2. mugen program directory (not recommended to keep custom fonts here)
;     3. data/ (not recommended to keep custom fonts here)
;     4. font/

;----------------------------
[Info]
name = "Kakuge Brawl"           ;Name of motif
author = "Zero-Sennin"       ;Motif author name
versiondate = 02,28,2010  ;Version date of motif (MM-DD-YYYY) (new in MUGEN 2009)
mugenversion = 1.1        ;Version of M.U.G.E.N motif is compatible with (new in MUGEN 2009)
localcoord = 1280,720     ;Local coordinate space width and height (new in MUGEN 2009)

;----------------------------
;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 =         ;Logo storyboard definition (optional)
intro.storyboard =        ;Intro storyboard definition (optional)
select = select.def       ;Character and stage selection list
fight = Lifebars/fight.def         ;Fight definition filename
;System fonts
font1 = exaero.def
font5 = options.def
font5.height = 44 ;Uncomment to override the size of the font (Truetype fonts only)
font6 = aero.def
font6.height = 60
font7 = aero.def
font7.height = 48
font8 = aero.def
font8.height = 36
font9 = options.def
font9.height = 12 ;Uncomment to override the size of the font (Truetype fonts only)
;----------------------------
[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 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.volume = 200    ;volume scaling factor in percent. 100 is default
title.bgm.loop = 1        ;Set to 0 to prevent looping
  ;Music to play at char select screen.
select.bgm = sound/Select.mp3
select.bgm.volume = 200
select.bgm.loop = 1
select.bgm.loopstart = 73576 ;Loop start (in samples)
select.bgm.loopend = 2573071 ;Loop end (in samples)
  ;Music to play at versus screen.
vs.bgm = sound/Vs.mp3
vs.bgm.volume = 100
vs.bgm.loop = 0
  ;Music to play at victory screen.
victory.bgm = sound/Victory.mp3
victory.bgm.volume = 100
victory.bgm.loop = 0
;----------------------------
[Infobox] ;(new in MUGEN 1.0)
text.font = 9,0,1

;----------------------------
[Infobox Text] ;(new in MUGEN 1.0)

Project LENSMAN (Version 1.1)

Official site for Zero-Sennin's works: http://zerosennin.trinitymugen.net
Official email: zerosenfanmail@gmail.com

;-------------------------------------------------------------------
;Title screen definition
[Title Info]
fadein.time = 10
fadeout.time = 10
menu.pos = 640,400
menu.item.font = 1,3,0
menu.item.active.font = 1,3,0,200,200,200
menu.item.spacing = 0,75
; Names for each of the items in the menu. Names must be in quotes.
; Use "" to disable an item. If all are disabled, goes straight to demo mode
; (hold Esc to quit demos).
menu.itemname.arcade = "Arcade Mode"
menu.itemname.versus = "Versus Mode"
menu.itemname.teamarcade = ""
menu.itemname.teamversus = ""
menu.itemname.teamcoop = ""
menu.itemname.survival = ""
menu.itemname.survivalcoop = ""
menu.itemname.training = "Training Mode"
menu.itemname.watch = ""
menu.itemname.options = "Options"
menu.itemname.exit = "Quit Game"
; These parameters define the window in which the items are visible
; in.
menu.window.margins.y = 55,15
menu.window.visibleitems = 7
menu.boxcursor.visible = 1    ;Set to 0 to disable default cursor display
menu.boxcursor.coords = -325,-50,325,25
; These are the sounds for cursor movement
cursor.move.snd = 100,0
cursor.done.snd = 100,1
cancel.snd = 100,1

;----------------------------
;Title background definition
[TitleBGdef]
bgclearcolor = 0,0,0

[TitleBG Background]
type  = normal
spriteno = 100,0
layerno = 0
start = 0,320

[TitleBG Title Logo]
type  = normal
spriteno = 0,0
layerno = 0
start = 10,200
mask = 1

;-------------------------------------------------------------------
;Character select definition
[Select Info]
fadein.time = 10
fadeout.time = 10
rows = 4
columns = 7
wrapping = 0              ;1 to let cursor wrap around
pos = 320,700             ;Position to draw to
showemptyboxes = 0        ;1 to show empty boxes
moveoveremptyboxes = 0   ;1 to allow cursor to move over empty boxes
cell.size = 115,115      ;x,y size of each cell (in pixels)
cell.spacing = 10         ;Space between each cell
cell.bg.spr = 150,0       ;Note: Don't use animation for cells
cell.bg.scale = 1,1
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
p1.cursor.active.anim = 160
p1.cursor.done.spr = 161,0
p1.cursor.move.snd = 100,0
p1.cursor.done.snd = 100,1
p1.random.move.snd = 100,0
p2.cursor.startcell = 0,0
p2.cursor.active.anim = 170
p2.cursor.done.spr = 171,0
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 = 100,1
portrait.spr = 9000,0     ;Do not change from 9000,0
portrait.offset = 10,10
portrait.scale = 1,1
title.offset = 640,60     ;Position of title (Arcade Mode, etc)
title.font = 1,3,0        ;Font of title (-1 for none)
;Big portraits
p1.face.spr = 9000,1      ;Do not change from 9000,1
p1.face.offset = 0,0      ;Position to put big portrait
p1.face.scale = 1,1
p1.face.facing = 1
p1.face.window = 0,0, 739,959
p2.face.spr = 9000,1
p2.face.offset = 1279,0
p2.face.scale = 1,1
p2.face.facing = -1
p2.face.window = 540,0, 1279,959
;Name
p1.name.offset = 50,660   ;Position to put name
p1.name.font = 1,1,1   ;Set to -1 for no display
p1.name.spacing = 0,50   ;Space between each name for players on the same team
p2.name.offset = 1230,660
p2.name.font = 1,2,-1 
p2.name.spacing = 0,50
;Stage select
stage.pos = 640,900
stage.active.font = 6,3,0,256,256,256
stage.active2.font = 6,3,0,256,256,256 ;Second font color for blinking
stage.done.font = 6,3,0,180,180,180
;Team menu
teammenu.move.wrapping = 1
p1.teammenu.pos = 80, 130
;p1.teammenu.bg.spr =
p1.teammenu.selftitle.font = 8,0,1,153,184,255
p1.teammenu.selftitle.text = "Player 1's Team"
p1.teammenu.enemytitle.font = 8,0,1,153,184,255
p1.teammenu.enemytitle.text = "Player 1's Team"
p1.teammenu.move.snd = 100,0
p1.teammenu.value.snd = 100,0
p1.teammenu.done.snd = 100,1
p1.teammenu.item.offset = 0,110
p1.teammenu.item.spacing = 0,60
p1.teammenu.item.font = 8,0,1,153,184,255
p1.teammenu.item.active.font = 8,0,1,153,184,255
p1.teammenu.item.active2.font = 8,0,1,153,184,255 ;Second font color for blinking
p1.teammenu.item.cursor.offset = -30, 0
p1.teammenu.item.cursor.anim = 180
p1.teammenu.value.icon.offset = 210,1
p1.teammenu.value.icon.spr = 181,0
p1.teammenu.value.empty.icon.offset = 210,1
p1.teammenu.value.empty.icon.spr = 182,0
p1.teammenu.value.spacing = 30,0
;p2 team
p2.teammenu.pos = 1200, 130
;p2.teammenu.bg.spr =
p2.teammenu.selftitle.font = 8,0,-1,255,153,153
p2.teammenu.selftitle.text = "Player 2's Team"
p2.teammenu.enemytitle.font = 8,0,-1,255,153,153
p2.teammenu.enemytitle.text = "Player 2's Team"
p2.teammenu.move.snd = 100,0
p2.teammenu.value.snd = 100,0
p2.teammenu.done.snd = 100,1
p2.teammenu.item.offset = 0,110
p2.teammenu.item.spacing = 0,60
p2.teammenu.item.font = 8,0,-1,255,153,153
p2.teammenu.item.active.font = 8,0,-1,255,153,153
p2.teammenu.item.active2.font = 8,0,-1,255,153,153 ;Second font color for blinking
p2.teammenu.item.cursor.offset = 30, 0
p2.teammenu.item.cursor.anim = 190
p2.teammenu.value.icon.offset = -210,1
p2.teammenu.value.icon.spr = 191,0
p2.teammenu.value.empty.icon.offset = -210,1
p2.teammenu.value.empty.icon.spr = 192,0
p2.teammenu.value.spacing = -30,0
; Debug screen element (can be used for testing fonts)
;sysexplod0.text =
;sysexplod0.font =

[Begin Action 160] ;P1 active cursor
160,0, 0,0, 1
;160,5, 0,0, 1
;160,4, 0,0, 1
;160,3, 0,0, 1
;160,2, 0,0, 1
;160,1, 0,0, 1
;160,0, 0,0, 1

[Begin Action 170] ;P2 active cursor
170,0, 0,0, 1
;170,2, 0,0, 1
;170,1, 0,0, 1
;170,0, 0,0, 1
;170,6, 0,0, 1
;170,5, 0,0, 1
;170,4, 0,0, 1

[Begin Action 180] ;P1 Team mode cursor
180,0, 0,0, 1
180,0, 3,0, 1
180,0, 6,0, 1
180,0, 9,0, 1
180,0,12,0, 1
180,0,15,0, 1
180,0,18,0, 1
180,0,21,0, 1

[Begin Action 190] ;P2 Team mode cursor
190,0, 0,0, 1
190,0,-3,0, 1
190,0,-6,0, 1
190,0,-8,0, 1
190,0,-12,0, 1
190,0,-15,0, 1
190,0,-18,0, 1
190,0,-21,0, 1

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

[SelectBG Background]
type  = normal
spriteno = 100,2
layerno = 0
start = -250,50

[SelectBG P1PortBox]
type  = normal
spriteno = 150,2
layerno = 2
start = 10,10

[SelectBG 2.A] ;Title background
type  = normal
spriteno = 102,0
layerno = 0
start = 0, 4
delta = 0,0
tile  = 1,3
trans = sub
velocity = -1, 0

[SelectBG 2.B] ;Title background B
type  = normal
spriteno = 102,1
layerno = 0
start = 0, 4
delta = 0,0
tile  = 1,3
trans = add
velocity = -3, 0

[SelectBG 2.C] ;Title background C
type  = normal
spriteno = 102,2
layerno = 0
start = 0, 4
delta = 0,0
tile  = 1,3
trans = add
velocity = -9, 0

;-------------------------------------------------------------------
[VS Screen]
time = 600                ;Time to show screen
fadein.time = 20
fadeout.time = 25
;Match text in arcade modes
match.text = "Match %i"   ;%i can be used for the match number
match.offset = 500,380
match.font = 4,0,1
match.scale = 1,1
;Big portraits
p1.spr = 9000, 2
p1.offset = -50,-50
p1.facing = 1
p1.scale = 1,1
p1.window = 0,0, 1280,347
p2.spr = 9000, 2
p2.offset = 1330,600
p2.facing = -1
p2.scale = 1,1
p2.window = 0,650, 1400,1200
;Names
p1.name.offset = 840,200 ;Position to put name
p1.name.font = 1,1,1    ;Set to -1 for no display
p1.name.spacing = 0,60    ;Space between each name for players on the same team
p2.name.offset = 440,850
p2.name.font = 1,2,-1 
p2.name.spacing = 0,60

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

[VersusBG] 
type  = normal;Background
spriteno = 100,2
start = -250,50
tile  = 0,0
velocity = 0,0

[VersusBG];Vs. Barrier 
type  = normal
spriteno = 204,1
layerno = 0
start = 0,500
velocity = 0,0

[VersusBG 1];V
type  = anim
actionno = 200
layerno = 1 ; Front
start = -52,500

[VersusBG 2];S
type  = anim
actionno = 201
layerno = 1 ; Front
start = 52,500

[Begin Action 200]
200,1, 0,-720, 1
200,1, 0,-680, 1
200,1, 0,-640, 1
200,1, 0,-620, 1
200,1, 0,-600, 1
200,1, 0,-540, 1
200,1, 0,-520, 1
200,1, 0,-480, 1
200,1, 0,-400, 1
200,1, 0,-360, 1
200,1, 0,-320, 1
200,1, 0,-280, 1
200,1, 0,-240, 1
200,1, 0,-180, 1
200,1, 0,-120, 1
200,1, 0,-60, 1
200,1, 0,-30, 1
200,1, 0,0, -1

[Begin Action 201]
200,2, 0,720, 1
200,2, 0,680, 1
200,2, 0,640, 1
200,2, 0,620, 1
200,2, 0,600, 1
200,2, 0,540, 1
200,2, 0,520, 1
200,2, 0,480, 1
200,2, 0,400, 1
200,2, 0,360, 1
200,2, 0,320, 1
200,2, 0,280, 1
200,2, 0,240, 1
200,2, 0,180, 1
200,2, 0,120, 1
200,2, 0,60, 1
200,2, 0,30, 1
200,2, 0,0, -1

[Begin Action 202]
202,0,70,0, 1
202,0,60,0, 1
202,0,50,0, 1
202,0,40,0, 1
202,0,30,0, 1
202,0,20,0, 1
202,0,13,0, 1
202,0, 8,0, 1
202,0, 5,0, 1
202,0, 2,0, 1
202,0, 1,0, 1
202,0, 0,0,-1
;-------------------------------------------------------------------
;Demo mode definition
[Demo Mode]
enabled = 0               ;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.stopbgm = 1		  ;Set to 1 to stop title BGM (only if playbgm = 0)
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
pos = 640,240             ;Position
;***Known issue*** The display elements below use the fight.def resources
;instead of the ones defined in this file.
continue.text = "What, are you going to give up already?"
continue.font = 1,3,0
continue.offset = 0,0
;Inactive and active (selected) YES/NO text
yes.text = "I can't hold out anymore."
yes.font = 1,3,0
yes.offset = 0, 180
yes.active.text = "No"
yes.active.font = 1,3,0
yes.active.offset = 0, 120
no.text = "You're not stopping me here!"
no.font = 1,3,0
no.offset = 0, 180
no.active.text = "Yes"
no.active.font = 1,3,0
no.active.offset = 0, 120

;-------------------------------------------------------------------
;Game over screen definition
[Game Over Screen]
enabled = 0               ;Set to 1 to show game over screen, 0 to disable
storyboard =              ;Game over storyboard filename

;-------------------------------------------------------------------
;Victory screen definition
;This is the screen that is shown when you win a match in arcade mode.
;It will not be displayed on the last match of arcade mode.
[Victory Screen]
enabled = 1
time = 600           ;Time to show screen
fadein.time = 15
fadeout.time = 15
;Winner's portrait and name
p1.offset = 250,10
p1.spr = 9000,2
p1.facing = 1
p1.scale = 1,1
p1.window = 0,0, 1279,530
p1.name.offset = 1050,1350;750
p1.name.font = 8,0,0,255,255,255
;Win quote text
winquote.text = "Winner!" ;Default win quote text to show
winquote.offset = 40,615
winquote.font = 5,0,1
winquote.window = 38,521, 1241,708
winquote.textwrap = w     ;Word wrap
;-----------------------
;Victory screen background
[VictoryBGdef] 

[VictoryBG 1] 
type  = normal
spriteno = 205,0
start = 0,310
mask = 1

[VictoryBG 2] 
type  = normal
spriteno = 205,1
start = 0,690
layerno = 0
mask = 1
;-------------------------------------------------------------------
;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 = 3,0,0
wintext.offset = 640,240
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 default ending, 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 = 0               ;Set to 1 to show credits, 0 to disable
storyboard =              ;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.
[Survival Results Screen]
enabled = 1
winstext.text = "Rounds survived: %i"  ;Use %i for win counter
winstext.font = 3,0,0
winstext.offset = 640,240
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 = 100,3
start = 450,65