; Client size. Changing it to something other than 714, 668 will stretch or ; compress courtroombackground.png accordingly. courtroom = 0, 0, 1080, 2200 ; **COORDINATE SYSTEM RELATIVE TO "courtroom"** ; x/y coordinates 0,0 will start at top-left of the "courtroom" for everything below until specified otherwise. ; **** ; IC Area. Changing 256, 192 will stretch or compress character gifs and the ; /bgs being used accordingly viewport = 0, 0, 1080, 810 ; IC chatlog ic_chatlog = 550, 1620, 530, 600 ; Master server chatlog ms_chatlog = 550, 1270, 530, 280 ; OOC Chatlog server_chatlog = 550, 1270, 530, 280 ; Where you type to make an OOC chat message ; NOTE: THIS DOES NOT HAVE ANY VISUAL APPEARANCE ooc_chat_message = 710, 1550, 370, 50 ; Toggle between Server OOC chat and debug log ooc_toggle = 99990, 1240, 220, 20 ; Where you enter your OOC name, and also where it shows up ooc_chat_name = 550, 1550, 160, 50 ; The scrolling music name display music_display = 2, 1, 74, 26 ; WARNING: music_name x/y coordinates relative to music_display! music_name = 0, 0, 74, 26 ; Where the jukebox is music_list = 0, 1620, 550, 600 ; If the jukebox list is animated music_list_animated = 1 ; Jukebox search bar music_search = 0, 1570, 250, 50 evidence_button = 310, 1570, 240, 50 ; This button allows switching between music and areas. switch_area_music = 250, 1570, 60, 50 ; Music list state colors found_song_color = 144, 238, 144 missing_song_color = 255, 125, 125 ; Labels and sliders for music/sfx/blips music_label = 850, 1080, 100, 25 sfx_label = 850, 1120, 100, 25 blip_label = 850, 1160, 100, 25 music_slider = 950, 1080, 100, 25 sfx_slider = 950, 1120, 100, 25 blip_slider = 950, 1160, 100, 25 ; Emote buttons - [490, 98] determines how many columns and rows of buttons are ; displayed per page. 49, 49 is the ABSOLUTE MINIMUM, and displays 1 button per ; page. Having either number lower than 49 crashes the client when you try to ; pick a character. If you want X columns and Y rows, you would change it to ; 49X, 49Y (ie. 490, 147 if you want 10 columns and 3 rows) emotes = 10, 1050, 540, 450 emote_button_spacing = 9, 9 emote_button_size = 60, 60 ; Page togglers for emotes emote_left = 4, 411, 58, 19 emote_right = 135, 411, 58, 19 ; Emote dropdown/emote names - Change '125' to make it longer/shorter and ; display the full emote name or truncate it based on length emote_dropdown = 180, 1010, 150, 30 iniswap_dropdown = 10, 1010, 130, 30 iniswap_remove = 140, 1010, 30, 30 sfx_dropdown = 340, 1010, 150, 30 sfx_remove = 490, 1010, 30, 30 effects_dropdown = 9999105, 630, 89, 20 effects_icon_size = 16, 16 text_color = 660, 940, 160, 50 pos_dropdown = 550, 940, 100, 50 pos_remove = 650, 940, 50, 50 ; Hold it/Take That/Objection and the "BLING!" buttons hold_it = 0, 930, 130, 70 objection = 130, 930, 130, 70 take_that = 260, 930, 130, 70 realization = 390, 930, 70, 70 screenshake = 460, 930, 70, 70 ; If the server supports it (AOV does not currently) - if a character has a ; custom.gif and custom.wav in their folder, this button acts as another ; Objection/Take That/Hold It for that character that uses the custom animation ; and sfx. (Think Satorah! Such Insolence!, Gotcha!) custom_objection = 999250, 221, 76, 28 ; Preanimation toggle pre = 150, 1010, 30, 30 ; Flip button flip = 9999964, 608, 51, 21 ; Additive button additive = 99999100, 608, 80, 21 ; Guard button guard = 99999340, 608, 61, 21 pre_no_interrupt = 9999160, 608, 80, 21 ; These two are casing-related inputs. ; "casing" is a tickbox that toggles whether you should receive case alerts or ; not (you can set your preferences, and its default value, in the Settings!) ; "casing_button" is an interface to help you announce a case (you have to be ; a CM first to be able to announce cases). casing = 9992, 999608, 80, 21 ; Penalty bars and judge's buttons for penalizing. Other than the bars, these ; ONLY show up on a character with /pos jud defense_bar = 999912, 698, 87, 9 prosecution_bar = 99912, 710, 87, 9 defense_plus = 9999, 698, 9, 9 defense_minus = 99995, 698, 9, 9 prosecution_plus = 99999, 710, 9, 9 prosecution_minus = 9995, 710, 9, 9 ; Judge's buttons for WT and CE. /pos jud witness_testimony = 9990, 0, 85, 42 cross_examination = 9990, 42, 85, 42 not_guilty = 999306, 0, 85, 42 guilty = 999306, 42, 85, 42 ; Buttons to change character/Reload theme/Call Mod change_character = 550, 1100, 280, 35 reload_theme = 550, 1150, 280, 35 settings = 550, 1200, 160, 35 call_mod = 730, 1200, 160, 35 ; Character select widgets char_select = 0, 0, 1080, 2000 char_list = 99999, 36, 190, 596 back_to_lobby = 5, 5, 91, 23 char_password = 9999, 7, 120, 22 char_buttons = 40, 42, 1000, 1900 char_button_spacing = 7, 7 char_select_left = 100, 5, 43, 24 char_select_right = 146, 5, 43, 24 spectator = 420, 7, 100, 28 char_search = 230, 7, 120, 22 ; ------------------------- ; New in 2.6.0 ; ------------------------- ; A tickbox that filters characters based on if they are taken. char_taken = 660, 7, 120, 22 ; These are responsible for the pairing stuff. ; These work much like muting, actually. pair_button = 99910, 725, 40, 40 ; Mute button mute_button = 99955, 725, 40, 40 ; These are colours for the various statuses an area can be in. area_free_color = 144, 238, 144 area_lfp_color = 127, 255, 0 area_casing_color = 255, 215, 0 area_recess_color = 255, 246, 143 area_rp_color = 135, 206, 255 area_gaming_color = 171, 130, 255 area_locked_color = 165, 43, 43 ; ; Chat system ; ; IC chatbox chatbox = 0, 480, 1080, 330 ; IC chatbox if the current background's folder contains stand.png, ; defensedesk.png and prosecutiondesk.png ao2_chatbox = 0, 480, 1080, 330 ; **COORDINATE SYSTEM RELATIVE TO "chatbox"/"ao2_chatbox"** ; x/y coordinates 0,0 will start at top-left of the "chatbox"/"ao2_chatbox" for everything below until specified otherwise. ; **** ; Textbox for custom IC name (the "showname"), width is the smallest size showname = 12, 2, 170, 45 ; An in-game tickbox that allows you to set whether your client should show ; custom shownames where possible, or always keep to character names. ; This is useful if you suspect someone is impersonating others, for example, ; and they are using this in combination with ini-swapping to 'duplicate' a ; character. showname_enable = 550, 1015, 30, 30 ; This is an input field that allows you to change your in-character showname. ao2_ic_chat_name = 580, 1010, 180, 40 ic_chat_name = 580, 1010, 180, 40 ; The chatbox image used for smallest possible size is "chat". "chatblank" is used if the showname is whitespace-only. ; "chatmed" will be used if the showname size exceeds the width, at which point the showname will receive showname_extra_width. ; "chatbig" will be used if the showname size exceeds the "chatmed" width, at which point the showname will receive showname_extra_width again. ; Text any bigger than that will be cut off. If "chatmed" or "chatbig" are missing, showname will not be resized. showname_extra_width = 50 ; Where the text will be aligned in the showname box. ; Possible options include: ; left ; center ; right ; justify (like in newspapers) showname_align = center ; IC message, positioned within the chatbox. Changing 250 affects how ; long text goes on before going onto the next line. Changing 89 affects ; how many lines you can see before the message starts scrolling, based on ; Every line height is 25 if the font size is 10 and the Sans font is used. ; There's 4 pixels from X position until the symbol is displayed. ; the formula of n = 25+(n-1)*16, where n is the number of lines to be ; displayed. (ie, set it to 25 for 1 line, 41 for 2, 57 for 3, 73 for 4, ; 89 for 5, 105 for 6... Less than 25 displays nothing) message = 24, 60, 1036, 260 ; A chat indicator alerting us the chat ticker isn't active (text is no longer being processed). chat_arrow = 999999240, 57, 11, 9 ; Where you type to make an IC chat message ic_chat_message = 0, 810, 1080, 100 ; IC chat message if the current background's folder contains stand.png, ; defensedesk.png and prosecutiondesk.png ao2_ic_chat_message = 0, 810, 1080, 100 ; ; Evidence system ; ; **COORDINATE SYSTEM RELATIVE TO "viewport"** ; x/y coordinates 0,0 will start at top-left of the "viewport" for everything below until specified otherwise. ; **** left_evidence_icon = 13, 13, 70, 70 right_evidence_icon = 173, 13, 70, 70 ; **COORDINATE SYSTEM RELATIVE TO "courtroom"** ; x/y coordinates 0,0 will start at top-left of the "courtroom" for everything below until specified otherwise. ; **** evidence_background = 0, 450, 391, 212 ;evidence_background = 0, 80, 391, 212 ; **COORDINATE SYSTEM RELATIVE TO "evidence_background"** ; x/y coordinates 0,0 will start at top-left of the "evidence_background" for everything below until specified otherwise. ; **** evidence_name = 65, 4, 264, 19 evidence_load = 346, 24, 20, 20 evidence_save = 368, 24, 20, 20 evidence_transfer = 346, 2, 20, 20 evidence_switch = 368, 2, 20, 20 evidence_present = 117, 175, 158, 41 evidence_buttons = 53, 27, 300, 144 evidence_button_spacing = 2, 3 evidence_button_size = 70, 70 evidence_left = 28, 182, 60, 24 evidence_right = 300, 182, 60, 24 evidence_overlay = 38, 18, 316, 171 ; **COORDINATE SYSTEM RELATIVE TO "evidence_overlay"** ; x/y coordinates 0,0 will start at top-left of the "evidence_overlay" (which is parented to "evidence_background") for everything below until specified otherwise. ; **** evidence_delete = 17, 8, 70, 20 evidence_image_name = 88, 8, 109, 20 evidence_image_button = 197, 8, 60, 20 evidence_x = 279, 8, 20, 20 evidence_ok = 258, 8, 20, 20 evidence_description = 18, 28, 281, 131 evidence_edit = 279, 33, 20, 20 ; timers ; universal clock_0 = 90, 2, 70, 14 ; def clock_1 = 2, 2, 70, 14 ; pro clock_2 = 184, 2, 70, 14 ; def2 clock_3 = 2, 18, 70, 14 ; pro2 clock_4 = 184, 18, 70, 14