;系统界面定义

; *** 不要更改或覆盖这个文件 ***
; 若要自定义，请备份一份这个文件。详情见readme.txt中关于画面包的部分

; 关于字体:
;   - 可以在[Files]区下定义10个字体.
;   - 这里的字体不会影响fight.def中的字体
;   - 系统会按以下顺序检索字体文件:
;     1. system.def指定的路径
;     2. mugen主程序同级目录 (不推荐将更改过的字体文件放在这里)
;     3. 主程序同级的data文件夹下 (不推荐将更改过的字体文件放在这里)
;     4. 主程序同级的font文件夹下

;----------------------------
[Info]
name = "Default"          ;画面包的名字
author = "Elecbyte"       ;作者名
versiondate = 09,01,2009  ;制作时间 (MUGEN 2009版新特性)
mugenversion = 1.0        ;主程序版本 (MUGEN 2009版新特性)
localcoord = 320,240      ;主程序窗口宽高，1.0以上的版本默认1280,720，常用的还有640,480，WIN版是默认的320,240 (MUGEN 2009版新特性)

;----------------------------
;系统会按以下顺序检索文件:
;1. system.def指定的路径
;2. data文件夹下
;3. mugen主程序同级目录
;例如：如果你写 "spr = system.sff", 并且system.def文件中写~/mugen/data/mymotif/,那么Mugen会先去找~/mugen/data/mymotif/system.sff.
;    如果找不到，那么会自动去招 ~/mugen/data/system.sff (默认).
;    如果还找不到，那么最后会去找~/mugen/system.sff. 

[Files]	;各种文件的引用
spr = system.sff          ;主界面和选人界面用到的图片文件是system.sff
snd = system.snd          ;声音文件
logo.storyboard =         ;进入主界面之前播放的logo动画文件，类似于ubisoft这样的，没有就为空 (选填)
intro.storyboard =        ;logo之后播放的开场动画文件，没有就为空(选填)
select = select.def       ;选人文件
fight = fight.def         ;血条文件
font1 = f-4x6.def         ;第一种字体
font2 = f-6x9.def         ;第二种字体
font3 = jg.fnt            ;第三种字体

;----------------------------
[Music]
 ;支持MOD、MP3、MIDI格式, 如果不想要音乐可以为空，如果文件名无效则不播放
 ;如果要播放sound/文件夹下的mymusic.mp3就这么写: title.bgm = sound/mymusic.mp3
 ;如果两个切换的界面音乐文件名相同，则会在切换界面时继续播放该音乐并且两个界面都会循环

;主界面音乐
title.bgm = 		;音乐文件名
title.bgm.volume = 100    ;音量，这里填百分数
title.bgm.loop = 1        ;主界面音乐是否循环，0为不循环，1为循环，以下涉及循环的同理
title.bgm.loopstart = 	;开始循环的时间点，单位是帧
title.bgm.loopend = 	;结束循环的时间点，单位是帧
;选人界面音乐，参数同上
select.bgm = 
select.bgm.volume = 
select.bgm.loop = 1
select.bgm.loopstart =
select.bgm.loopend = 
;VS界面音乐，参数同上
vs.bgm = 
vs.bgm.volume = 
vs.bgm.loop = 0
vs.bgm.loopstart =
vs.bgm.loopend = 
;胜利界面音乐，参数同上
victory.bgm = 
victory.bgm.volume =
victory.bgm.loop = 0
victory.bgm.loopstart =
victory.bgm.loopend = 

;-------------------------------------------------------------------
;主界面定义
[Title Info]
fadein.time = 10		;淡入主界面的时间，单位为帧
fadeout.time = 10		;淡出主界面的时间，单位为帧
menu.pos = 159,158		;主题背景的选项菜单的x,y位置，单位是像素，坐标0,0在左上角，即图片中心距离左上角的距离
menu.item.font = 3,0,0		;主界面选项字体，参数分别是：[File]中第几号字体，颜色，面向
menu.item.active.font = 3,5,0	;主界面选项字体（不包括光标移上去时的情况）
				;参数分别是：[File]中第几号字体，填充颜色（变化不大），对齐方式（0为居中,非0为左对齐缩进）
menu.item.spacing = 0, 13	;菜单选项之间的x,y距离
; 以下是主界面的每个选项的名字，必填。
; 填""表示禁用该选项，如果所有都被禁用将直接进入demo模式（按住Esc键退出demo）
menu.itemname.arcade = "ARCADE"			;街机闯关模式
menu.itemname.versus = "VS MODE"		;手操1v1对战模式
menu.itemname.teamarcade = "TEAM ARCADE"	;组队街机闯关模式
menu.itemname.teamversus = "TEAM VS"		;手操组队对战模式
menu.itemname.teamcoop = "TEAM CO-OP"		;双人手操合作组队模式
menu.itemname.survival = "SURVIVAL"		;生存模式
menu.itemname.survivalcoop = "SURVIVAL CO-OP"	;双人生存模式
menu.itemname.training = "TRAINING"		;练习模式
menu.itemname.watch = "WATCH"			;观战模式
menu.itemname.options = "OPTIONS"		;选项
menu.itemname.exit = "EXIT"			;退出

menu.window.margins.y = 12, 80	;决定选项界面显示的上下边距，参数分别是：上边距,下边距
menu.window.visibleitems = 5	;一次可见的选项数，移动到最后一个数的选项会向下翻页
menu.boxcursor.visible = 0     ;光标是否可见，0为不可见，1为可见
menu.boxcursor.coords = -58,-10,57,2	;光标尺寸
;以下是光标移动时的声音
cursor.move.snd = 100,0
cursor.done.snd = 100,1
cancel.snd = 100,2

;----------------------------
;主界面背景定义，该用法和场景一致
[TitleBGdef]
bgclearcolor = 0,0,0		;背景RGB色(红，绿，蓝)

[TitleBG 0]			;主界面背景1
type  = parallax		;类型
spriteno = 5, 1			;用到的图片编号
start = 0, 145			;坐标
width = 400, 1200		;宽度
yscalestart = 100
yscaledelta = 1			
tile  = 1,1			;图片间距(1.0新特性)
velocity = -1			;速度

[TitleBG 1]
type  = normal
spriteno = 5, 2
start = -160, 145
trans = sub

[TitleBG 2]
type  = normal
spriteno = 5,0
start = 0, 10
tile = 1,2
velocity = -1
mask = 0

[TitleBG 3]
type  = normal
spriteno = 0,0
start = 0, 40
mask = 1
trans = add

;-------------------------------------------------------------------
;选人界面的定义
[Select Info]
fadein.time = 10	;同主界面
fadeout.time = 10
; *** 说明 ***
; 想要加更多行或更多列吗？1.0版默认设置在data/mugen1/system.def中，
; 也可以更改mugen.cfg来更换大号的画面包
rows = 2		;行数
columns = 5		;列数
wrapping = 0              ;设为1会使光标包围格子（更改后没发现有变化，大部分画面包都是1）
pos = 90,170              ;第一个选人格子坐标
showemptyboxes = 0        ;1为显示空格子
moveoveremptyboxes = 0    ;1为允许移动到空格子上
cell.size = 27,27         ;每个格子的xy大小(单位为像素)
cell.spacing = 2          ;格子间距
cell.bg.spr = 150,0       ;格子的背景图片编号，注意，不要在格子上使用动画
cell.random.spr = 151,0   ;随机格子的图片编号 (不要用动画)
cell.random.switchtime = 4;随机格子的变化时间
p1.cursor.startcell = 0,0	;P1选人的起始格子的位置
p1.cursor.active.spr = 160,0	;P1选人格子用的图片
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 = 0,4
p2.cursor.active.spr = 170,0
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 = 100,2
portrait.spr = 9000,0     ;Do not change from 9000,0
portrait.offset = 0,0
portrait.scale = 1,1
title.offset = 159,13     ;Position of title (Arcade Mode, etc)
title.font = 3,0,0        ;Font of title (-1 for none)
;Big portraits
p1.face.spr = 9000,1      ;Do not change from 9000,1
p1.face.offset = 18,13    ;Position to put big portrait
p1.face.scale = 1,1
p1.face.facing = 1
p2.face.spr = 9000,1
p2.face.offset = 301,13
p2.face.scale = 1,1
p2.face.facing = -1
;Name
p1.name.offset = 10,162   ;Position to put name
p1.name.font = 3,4,1      ;Set to -1 for no display
p2.name.offset = 309,162
p2.name.font = 3,1,-1
;Stage select
stage.pos = 160,237
stage.active.font = 3,0,0
stage.active2.font = 3,2  ;Second font color for blinking
stage.done.font = 3,0
;Team menu
teammenu.move.wrapping = 1
p1.teammenu.pos = 20, 30
;p1.teammenu.bg.spr =
p1.teammenu.selftitle.font = 3,0, 1
p1.teammenu.selftitle.text = Select team mode
p1.teammenu.enemytitle.font = 3,0, 1
p1.teammenu.enemytitle.text = Opponent team mode
p1.teammenu.move.snd = 100,0
p1.teammenu.value.snd = 100,0
p1.teammenu.done.snd = 100,1
p1.teammenu.item.offset = 0,20
p1.teammenu.item.spacing = 0,15
p1.teammenu.item.font = 3,0, 1
p1.teammenu.item.active.font = 3,3, 1
p1.teammenu.item.active2.font = 3,0, 1 ;Second font color for blinking
p1.teammenu.item.cursor.offset = -10, 0
p1.teammenu.item.cursor.anim = 180
p1.teammenu.value.icon.offset = 60,1
p1.teammenu.value.icon.spr = 181,0
p1.teammenu.value.empty.icon.offset = 60,1
p1.teammenu.value.empty.icon.spr = 182,0
p1.teammenu.value.spacing = 6,0
;p2 team
p2.teammenu.pos = 299, 30
;p2.teammenu.bg.spr =
p2.teammenu.selftitle.font = 3,0, -1
p2.teammenu.selftitle.text = Select team mode
p2.teammenu.enemytitle.font = 3,0, -1
p2.teammenu.enemytitle.text = Opponent team mode
p2.teammenu.move.snd = 100,0
p2.teammenu.value.snd = 100,0
p2.teammenu.done.snd = 100,1
p2.teammenu.item.offset = 0,20
p2.teammenu.item.spacing = 0,15
p2.teammenu.item.font = 3,0, -1
p2.teammenu.item.active.font = 3,1, -1
p2.teammenu.item.active2.font = 3,0, -1 ;Second font color for blinking
p2.teammenu.item.cursor.offset = 10, 0
p2.teammenu.item.cursor.anim = 190
p2.teammenu.value.icon.offset = -60,1
p2.teammenu.value.icon.spr = 191,0
p2.teammenu.value.empty.icon.offset = -60,1
p2.teammenu.value.empty.icon.spr = 192,0
p2.teammenu.value.spacing = -6,0
;Sounds

[Begin Action 180] ;P1 Team mode cursor
180,0, 0,0, 1
180,0, 1,0, 1
180,0, 2,0, 1
180,0, 3,0, 1
180,0, 4,0, 1
180,0, 5,0, 1
180,0, 6,0, 1
180,0, 7,0, 1

[Begin Action 190] ;P2 Team mode cursor
190,0, 0,0, 1
190,0,-1,0, 1
190,0,-2,0, 1
190,0,-3,0, 1
190,0,-4,0, 1
190,0,-5,0, 1
190,0,-6,0, 1
190,0,-7,0, 1

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

[SelectBG 0] ;Scrolling background
type  = normal
spriteno = 100,0
layerno = 0
start = 0,0
tile  = 1,1
velocity = -1, -1

[SelectBG 1] ;Dark box
type  = normal
spriteno = 100,1
layerno = 0
start = 0, 166
delta = 0,0
tile  = 1,0
trans = sub
window = 85,0, 235,239
velocity = -1, 0

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

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

[SelectBG 2.C] ;Title background C
type  = normal
spriteno = 102,2
layerno = 0
start = 0, 2
delta = 0,0
tile  = 1,0
trans = add
velocity = -6, 0

;-------------------------------------------------------------------
[VS Screen]
time = 150                ;Time to show screen
fadein.time = 15
fadeout.time = 15
;Match text in arcade modes
match.text = "Match %i"   ;%i can be used for the match number
match.offset = 159, 12
match.font = 3,0,0
;Big portraits
p1.spr = 9000, 1
p1.offset =  20,31
p1.facing = 1
p1.scale = 1,1
p2.spr = 9000, 1
p2.offset = 299,31
p2.facing = -1
p2.scale = 1,1
;Names
p1.name.offset  =  78,190
p1.name.font =   3,0,0
p2.name.offset  = 241,190
p2.name.font =   3,0,0

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

[VersusBG 1] 
type  = normal
spriteno = 100,0
start = 0,0
tile  = 1,1
velocity = 0,1.5

[VersusBG 2] ;VS Screen
type  = normal
spriteno = 100,1
start = 20,13
tile  = 1,1
trans = sub
window = 19,30, 140,171
velocity = -2, 0

[VersusBG 3] ;VS Screen
type  = normal
spriteno = 100,1
start = 20,13
tile  = 1,1
trans = sub
window = 179,30, 300,171
velocity = 2, 0

[VersusBG 4] ;VS Logo
type  = anim
actionno = 200
layerno = 1 ; Front
start = 0,95

[Begin Action 200]
200,4, 0,0, 1
200,3, 0,0, 2
200,2, 0,0, 3
200,1, 0,0, 4
200,0, 0,0, 8
200,5, 0,0, 3
200,6, 0,0, 3
200,7, 0,0, 3
200,8, 0,0, 3
200,0, 0,0, -1

;-------------------------------------------------------------------
;Demo mode definition
[Demo Mode]
enabled = 1               ;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

;-------------------------------------------------------------------
;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 = 300                ;Time to show screen
fadein.time = 8
fadeout.time = 15
;Winner's portrait and name
p1.offset = 100,20
p1.spr = 9000,2
p1.facing = 1
p1.scale = 1,1
p1.window = 0,0, 319,160
p1.name.offset = 20,180
p1.name.font = 3,0,1
;Win quote text
winquote.text = "Winner!" ;Default win quote text to show
winquote.offset = 20,192
winquote.font = 2,0,1
winquote.window = 18,171, 301,228
winquote.textwrap = w     ;Word wrap

;-----------------------
;Victory screen background
[VictoryBGdef] 

[VictoryBG 1] 
type  = normal
spriteno = 100,0
start = 0,0
tile  = 1,1
velocity = 0,1.5

[VictoryBG 2]
type  = normal
spriteno = 100,1
start = 20,13
tile  = 1,1
trans = sub
window = 0,19, 319,160
velocity = -2, 0

[VictoryBG 3]
type  = normal
spriteno = 100,1
start = 10,170
tile  = 1,1
trans = sub
window = 15,170, 304,229
velocity = 0, 0

;-------------------------------------------------------------------
;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 = 2,0,0
wintext.offset = 159,70
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 = 159,70
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 = 100,0
start = 0,0
tile  = 1,1
velocity = -1, -1

