
;----------------------------
[Info]
name = "mugen_free_wiffu"    ;Name of motif
author = "Shadaloo666"       ;Motif author name

;----------------------------
;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 = data/logo.def         ;Logo storyboard definition (optional)
intro.storyboard =        ;Intro storyboard definition (optional)
select = select.def       ;Character and stage selection list
fight = fight.def         ;Fight definition filename
font1 = font/main.fnt    
font2 = font/2nd.fnt    
font3 = font/2nd.fnt       

;----------------------------
[Music]
 ;Music to play at title screen.
title.bgm = sound/menu.mp3
title.bgm.volume =   
title.bgm.loop = 1        
title.bgm.loopstart = 
title.bgm.loopend = 
  ;Music to play at char select screen.
select.bgm = sound/select.mp3
select.bgm.volume = 
select.bgm.loop = 1
select.bgm.loopstart =
select.bgm.loopend = 
  ;Music to play at versus screen.
vs.bgm = sound/versus.mp3
vs.bgm.volume = 50
vs.bgm.loop = 0
vs.bgm.loopstart =
vs.bgm.loopend = 
  ;Music to play at victory screen.
victory.bgm = sound/victory.mp3
victory.bgm.volume = 50
victory.bgm.loop = 0
victory.bgm.loopstart =
victory.bgm.loopend = 

;-------------------------------------------------------------------
;Title screen definition
[Title Info]
fadein.time = 10
fadeout.time = 10
menu.pos = 159,158
menu.item.font = 1,0,0
menu.item.active.font = 2,0,0
menu.item.spacing = 0, 15
; 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
menu.itemname.arcade = "ARCADE"
menu.itemname.versus = "VERSUS"
menu.itemname.teamarcade = "MODO EQUIPO"
menu.itemname.teamversus = "EQUIPO VERSUS"
menu.itemname.teamcoop = ""
menu.itemname.survival = "SUPERVIVENCIA"
menu.itemname.survivalcoop = ""
menu.itemname.training = "ENTRENAMIENTO"
menu.itemname.watch = "VER PELEA"
menu.itemname.options = "OPCIONES"
menu.itemname.exit = "SALIR"
menu.window.margins.y = 12, 8
menu.window.visibleitems = 5
menu.boxcursor.visible = 0     ;Set to 0 to disable default cursor display
menu.boxcursor.coords = -58,-10,57,2
cursor.move.snd = 100,0
cursor.done.snd = 100,1
cancel.snd = 100,2

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

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

[TitleBG 1]
type  = anim
actionno = 10
layerno = 1
start = -160,0
mask = 1

[TitleBG 2]
type  = anim
actionno = 11
layerno = 0
start = -160,0
mask = 1
[Begin Action 10]
0,1,0,0,-1
[Begin Action 11]
0,2,0,0,-1
;-------------------------------------------------------------------
;Character select definition
[Select Info]
fadein.time = 10
fadeout.time = 10
rows = 4
columns = 11
wrapping = 1             ;1 to let cursor wrap around
pos = 7,171;0,167          ;Position to draw to
showemptyboxes = 0        ;1 to show empty boxes
moveoveremptyboxes = 0    ;1 to allow cursor to move over empty boxes
cell.size = 25,25;[30,23,.27,.27]--->EDIT portrait size      
cell.spacing = 3         ;Space between each cell
;cell.bg.spr = 150,0  ;EDIT portrait size
cell.bg.spr = 150,1      ;Default portrait size
;cell.random.spr = 151,0   ;EDIT ? icon
cell.random.spr = 151,1   ;default size
cell.random.switchtime = 5;Time between changing to another random portrait
p1.cursor.startcell = 0,0
p1.cursor.active.anim  = 99
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 = 0,10
p2.cursor.active.anim  = 98
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.offset = 0,0
portrait.scale = 1,1
title.offset = 265,13     ;Position of title (Arcade Mode, etc)
title.font = 1,0,0        ;Font of title (-1 for none)
;Big portraits
p1.face.offset = 22,25   ;Position to put big portrait
p1.face.scale = 1,1
p1.face.facing = 1
p2.face.offset = 298,25
p2.face.scale = 1,1
p2.face.facing = -1
;Name
p1.name.offset = 22,168  ;Position to put name
p1.name.font = -1      ;Set to -1 for no display
p2.name.offset = 289,168
p2.name.font = -1
;Stage select
stage.pos = 160,237
stage.active.font = 2,0,0
stage.active2.font = 2,0  ;Second font color for blinking
stage.done.font = 2,0
;Team menu
teammenu.move.wrapping = 1
p1.teammenu.pos = 25, 42
;p1.teammenu.bg.spr = 
p1.teammenu.selftitle.font = 1,0,1
p1.teammenu.selftitle.text =  select team mode
p1.teammenu.enemytitle.font = 1,0,1
p1.teammenu.enemytitle.text = select 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 = 1,1,1
p1.teammenu.item.active.font = 2,1,1
p1.teammenu.item.active2.font = 2,0,1 ;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 = 296,42
;p2.teammenu.bg.spr =
p2.teammenu.selftitle.font = 1,0, -1
p2.teammenu.selftitle.text = select team mode
p2.teammenu.enemytitle.font = 1,0, -1
p2.teammenu.enemytitle.text = select 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 = 1,0, -1
p2.teammenu.item.active.font = 2,1, -1
p2.teammenu.item.active2.font = 2,0, -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 99]
160,0,0,0,5
160,1,0,0,5
[Begin Action 98]
170,0,0,0,5
170,1,0,0,5

;-----------------------
;Character select screen background
[SelectBGdef]

fadein.time = 30
fadeout.time = 30

[SelectBG 0] 
type  = normal
spriteno = 100,0
layerno = 0
start = 0,0
mask = 1


[SelectBG 2.b] 
type  = anim
actionno = 101
layerno = 0
start = -160,0
mask = 1

[SelectBG 2] 
type  = anim
actionno = 200
layerno = 0
start = -160,0
mask = 1

;[SelectBG 7] 
;type  = anim
;actionno = 203
;layerno = 0
;start = -160,0
;mask = 1

[SelectBG 1] 
type  = anim
actionno = 100
layerno = 0
start = -160,0
mask = 1

[SelectBG 2] 
type  = anim
actionno = 102
layerno = 1
start = -160,0
mask = 1

;[SelectBG 6] ---->HMMM
;type  = anim
;actionno = 202
;layerno = 0
;start = -160,0
;mask = 1


;-->[Begin Action 202]
;->208,8,0,0,-1
[Begin Action 200];vs Bg trans
208,7,0,0,-1,,A3
[Begin Action 100]
208,0, 0,0, -1
[Begin Action 101]
208,1, 0,0, -1
[Begin Action 111]
0,0, 0,0, -1
[Begin Action 102]
208,3,0,0,1,,AS0D250
208,3,0,0,1,,AS10D240
208,3,0,0,1,,AS20D230
208,3,0,0,1,,AS30D220
208,3,0,0,1,,AS40D210
208,3,0,0,1,,AS50D200
208,3,0,0,1,,AS60D190
208,3,0,0,1,,AS70D180
208,3,0,0,1,,AS80D170
208,3,0,0,1,,AS90D160
208,3,0,0,1,,AS100D150
208,3,0,0,1,,AS110D140
208,3,0,0,1,,AS120D130
208,3,0,0,1,,AS130D120
208,3,0,0,1,,AS150D100
208,3,0,0,1,,AS160D90
208,3,0,0,1,,AS170D80
208,3,0,0,200,,AS200D80
208,3,0,0,200,,AS200D80
208,3,0,0,200,,AS200D80
208,3,0,0,200,,AS200D80
208,3,0,0,200,,AS200D80
208,3,0,0,200,,AS200D80
208,3,0,0,200,,AS200D80
208,3,0,0,200,,AS200D80
208,3,0,0,200,,AS200D80
208,3,0,0,200,,AS200D80
208,3,0,0,200,,AS200D80
208,3,0,0,200,,AS200D80
208,3,0,0,200,,AS200D80
208,3,0,0,200,,AS200D80
208,3,0,0,200,,AS200D80
208,3,0,0,200,,AS200D80

;-------------------------------------------------------------------
[VS Screen]
time = 175                
fadein.time = 15
fadeout.time = 15
;Big portraits
p1.pos =  22,25
p1.facing = 1
p1.scale = 1,1
p2.pos = 298,25
p2.facing = -1
p2.scale = 1,1
;Names
p1.name.pos  =  -1
p1.name.font =   3,0,0
p2.name.pos  = -1
p2.name.font =   3,0,0

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



[VersusBG 1] 
type  = normal
spriteno = 212,0
layerno = 0
start = -160,0
mask = 1

[VersusBG 1] 
type  = anim
actionno = 120
layerno = 1
start = -160,0

[VersusBG 1] 
type  = anim
actionno = 101
layerno = 0
start = -160,0
mask = 1

[VersusBG 2] 
type  = anim
actionno = 200
layerno = 0
start = -160,0
mask = 1

[Begin Action 120]
210,0,0,0,2,,AS10D250
210,0,0,0,2,,AS10D240
210,0,0,0,2,,AS20D230
210,0,0,0,2,,AS30D220
210,0,0,0,2,,AS40D210
210,0,0,0,2,,AS50D200
210,0,0,0,2,,AS60D190
210,0,0,0,2,,AS70D180
210,0,0,0,2,,AS80D170
210,0,0,0,2,,AS90D160
210,0,0,0,2,,AS100D150
210,0,0,0,2,,AS110D140
210,0,0,0,2,,AS120D130
210,0,0,0,2,,AS130D120
210,0,0,0,2,,AS150D100
210,0,0,0,2,,AS160D90
210,0,0,0,2,,AS170D80
210,0,0,0,200,,AS200D80
210,0,0,0,200,,AS200D80
210,0,0,0,200,,AS200D80
210,0,0,0,200,,AS200D80
210,0,0,0,200,,AS200D80
210,0,0,0,200,,AS200D80
210,0,0,0,200,,AS200D80
210,0,0,0,200,,AS200D80
210,0,0,0,200,,AS200D80
210,0,0,0,200,,AS200D80
210,0,0,0,200,,AS200D80
210,0,0,0,200,,AS200D80
210,0,0,0,200,,AS200D80
210,0,0,0,200,,AS200D80
210,0,0,0,200,,AS200D80
210,0,0,0,200,,AS200D80
;-------------------------------------------------------------------
;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 = 1500      ;Time to wait at title before starting demo mode
fight.endtime = 600      ;Time to display the fight before returning to title
fight.playbgm = 0         ;Set to 1 to enable in-fight BGM, 0 to disable
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 = 1               ;1 = enable, 0 = disable
storyboard = data/svcgameover.def           
;-------------------------------------------------------------------
;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               ;1 = show win screen, 0 = 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

;-------------------------------------------------------------------
;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 = 340                ;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 = 1,0,1
;Win quote text
winquote.text = "Winner!" ;Default win quote text to show
winquote.offset = 30,202
winquote.font = 2,0,1
winquote.window = 28,161, 301,302
winquote.textwrap = w     ;Word wrap

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

[VictoryBG 1] ;--->BGll
type  = normal
spriteno = 100,1
start = 0,0
;tile  = 1,1
;velocity = 0,1.5

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

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

;-------------------------------------------------------------------
;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.

[Survival Results Screen]
enabled = 1
winstext.text = Rounds survived: %i  ;Use %i for win counter
winstext.font = 1,0,0
winstext.offset = 159,70
winstext.displaytime = -1
winstext.layerno = 2
fadein.time = 32
show.time = 300
fadeout.time = 64
roundstowin = 7   ;Number of rounds to get win pose 

;-------------------------------------------------------------------
;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 = 220,0
start = 0,0


[OptionBg ST]
type = normal
layerno = 1
spriteno = 230,0
start = 0,0
velocity = 0, -15
trans = add
tile = 1,0

