 SFHack MACROS Document                                                 v1.0
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                                                             Copyright 1998-99
SFHack                                                          by Phil Holman
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These are the macros recognized by the preprocessor modes:
        (all macros must take the form $$(SYMBOL) to be recognized)
        For an example of these macros in use, look at the sample files
        in the TEMPLATE subdirectory.

        SYMBOL                  MEANING
        -------------   -----------------------------------------------

        INDEX           Index used to reference a ROM character
        NAME1           Name: First half of character's long name
        NAME2           Name: Second half of character's long name
        SHORTNAME       Name: Character's short name
        FAKENAME        Name given to the character by Human (ROM only)
        MODEL           Name of the model for a character (ROM only)
        FACE            Make: Portrait
        STANCE          Make: Stance
        BODY            Make: Body (Body Graphic)
        BODYSZ          Make: Size of the body
        CHESTSZ         Make: Size of the chest
        ABSZ            Make: Size of the stomach
        THIGHSZ         Make: Size of the legs
                In all of the following, x is the number of the suit
                and must be in the range 1 - 4.
        OUTFITx         Upper body part of suit
        PANTSx          Waist part of suit
        TIGHTSx         Thigh part of suit
        PADSx           Knee pads flag
        SHINx           Shin covering part of suit
        FEETx           Feet covering part of suit
                (character use one duplicated color value that is
                 unseen in the editor)
        CLRx-Ry         Red component of suit x's color #y (0-31)
        CLRx-Gy         Green component of suit x's color #y (0-31)
        CLRx-By         Blue component of suit x's color #y (0-31)
        RGBx-y          HTML-compatible color triple for suit x, color y
        CDBx-y          ROM Database color index for suit x, color y
        TYPE            Skills: Wrestler Type
        CNTR            Skills: Counter Type
        RECOV           Skills: Recovery Rate
        CUTRECOV        Skills: Recovery Rate when Cut
        RUN             Skills: Running speed
        CLIMB           Skills: Climbing speed
        CRITICAL        Skills: Critical moves type
        ROPESTOP        Skills: Rope Stop flag
        COUNT           Skills: Ringside count
        TEAMWORK        Skills: Team Work rate
        FLY             Skills: Fly Out Of Ring flag
        RUNUP           Skills: Run Up Post flag
        MUSIC           Skills: Music
        AHIT            Statistics: Attack - Hitting (1-5)
        AKICK           Statistics: Attack - Kicking (1-5)
        ATHROW          Statistics: Attack - Throwing (1-5)
        AJOINT          Statistics: Attack - Joint Attacks (1-5)
        ASQZ            Statistics: Attack - Squeezing (1-5)
        AFLY            Statistics: Attack - Flying Attacks (1-5)
        AHORSE          Statistics: Attack - Horsepower (1-5)
        AARM            Statistics: Attack - Arm Strength (1-5)
        ATECH           Statistics: Attack - Technique (1-5)
        AROUGH          Statistics: Attack - Rough (1-5)
        DHIT            Statistics: Defend - Hitting (1-5)
        DKICK           Statistics: Defend - Kicking (1-5)
        DGEN            Statistics: Defend - General Throws (1-5)
        DJOINT          Statistics: Defend - Joint Attacks (1-5)
        DFLEX           Statistics: Defend - Flexibility (1-5)
        DFLY            Statistics: Defend - Flying Attacks (1-5)
        DTOUGH          Statistics: Defend - Toughness (1-5)
        DLRT            Statistics: Defend - Lariat Attacks (1-5)
        DTECH           Statistics: Defend - Technique (1-5)
        DROUGH          Statistics: Defend - Rough (1-5)
        DNECK           Statistics: Defend - Neck & Head Stamina (1-5)
        DSHLDR          Statistics: Defend - Shoulder & Arm Stamina (1-5)
        DHIP            Statistics: Defend - Hip & Leg Stamina (1-5)
        POINTS          Statistics: Total Number of Points Allocated 
                The following move references use category numbers
                between 0-56. See the file CODES for a list of what
                category correspond to which value.
        JMx             Moves: Japanese locale move name for category x move
        EMx             Moves: English locale move name for category x move
        MVx             Moves: Index number of move from category x
        SPCTYPE         Moves: Category Name of the Special Attack
        SPCVAL          Moves: Index of the Category of the Special Attack
        FIN=x?y:z       Moves: Conditional text
                        This symbol acts like and if block. It checks the
                        finishers list to see if any of the finisher categories
                        are equivalent to x, which is a category index from
                        the CODES listing. If x is one of the finishers, the
                        text between the '?' and either the closing ')' or
                        the starting delimeter of the optional text ':',
                        denoted by y, is displayed. If x is not in the list,
                        the optional text between the ':' and ')' ending
                        paren, denoted by z, is shown if it exists.
                                Ex. Assume 2 finishers (10 & 23)
                                 $$(FIN=13?hi:bye) --> bye
                                 $$(FIN=10?hi:bye) --> hi
        FVALx           Moves: Index of the finisher category specified by
                               the xth item in the finisher array. x should
                               be 0, 1, or 2.
        LSTxy:          Standing Logic: Percentage
                              x = damage rate specifier
                                  'L' (Light), 'H' (Heavy)
                              y = action specifier
                                  'G' (Grapple), 'F' (Fight), 'S' (Stall)
        LFGxy:          Front Grapple Logic: Percentage
                              x = damage rate specifier
                                  'L' (Light), 'M' (Medium),
                                  'H' (Heavy), 'E' (Extreme)
                              y = action specifier
                                  'Y' (Y), 'B' (B), 'A' (A),
                                  'X' (X), 'Y+B' (Y+B)
        LFGxYy:         Front Grapple Y Logic: Percentage      
                              x = damage rate specifier
                                  'L' (Light), 'M' (Medium),
                                  'H' (Heavy), 'E' (Extreme)
                              y = action specifier
                                  'B' (Button), 'UD' (Up/Down),
                                  'TB' (Towards/Back)
        LFGxBy:         Front Grapple B Logic: Percentage   
                              x = damage rate specifier
                                  'L' (Light), 'M' (Medium),
                                  'H' (Heavy), 'E' (Extreme)
                              y = action specifier
                                  'B' (Button), 'U' (Up),
                                  'TB' (Towards/Back), 'D' (Down)
        LFGxAy:         Front Grapple A Logic: Percentage   
                              x = damage rate specifier
                                  'L' (Light), 'M' (Medium),
                                  'H' (Heavy), 'E' (Extreme)
                              y = action specifier
                                  'B' (Button), 'U' (Up),
                                  'TB' (Towards/Back), 'D' (Down)
        LMFxyz:         Mat Logic: Percentage
                              x = orientation specifier
                                  'U' (Face Up), 'D' (Face Down)
                              y = damage rate specifier
                                  'L' (Light), 'M' (Medium), 'H' (Heavy)
                              z = action specifier
                                  'P' (Pickup), 'R' (Roll),
                                  'U' (Upper Attack), 'L' (Lower Attack),
                                  'F' (Finish)
        LDZxy           Opponent Dazed Logic: Percentage
                              x = damage rate specifier
                                  'L' (Light), 'H' (Heavy)
                              y = action specifier
                                  'BG' (Grapple), 'A' (A), 'W' (Wait)
        LVRxy           Vs. Rush Logic: Percentage  
                              x = damage rate specifier
                                  'L' (Light), 'H' (Heavy)
                              y = action specifier
                                  'RY' (Rush Y), 'RB' (Rush B),
                                  'Y' (Y), 'B' (B), 'R' (R)
        LCxy            Corner Logic: Percentage
                              x = damage rate specifier
                                  'L' (Light), 'H' (Heavy)
                              y = action specifier
                                  'RY' (Rush Y), 'RB' (Rush B),
                                  'GUA' (Grapple Up A),
                                  'GTA' (Grapple Towards A),
                                  'GDA' (Grapple Down A)
        LBGxy:          Back Grapple Logic: Percentage
                              x = damage rate specifier
                                  'L' (Light), 'M' (Medium),
                                  'H' (Heavy)
                              y = action specifier
                                  'Y' (Y), 'B' (B), 'A' (A),
                                  'X' (X), 'Y+B' (Y+B)
        LBGxAy:         Back Grapple A Logic: Percentage      
                              x = damage rate specifier
                                  'L' (Light), 'M' (Medium),
                                  'H' (Heavy), 'E' (Extreme)
                              y = action specifier
                                  'B' (Button), 'UD' (Up/Down),
                                  'TB' (Towards/Back)
        LVBGx:          Vs. Back Grapple: Percentage
                              x = action specifier
                                  'Y' (Y), 'B' (B)
        LOx:            Outside Logic: Percentage      
                              x = action specifier
                                  'GO' (Go Out), 'RDO' (Run & Dive Out),
                                  'DO' (Dive Out), 'W' (Wait)
        LTBx:           Turnbuckle Logic: Percentage      
                              x = action specifier
                                  'Y' (Y), 'B' (B),
                                  'A' (A), 'X' (X)
        LSx:            Special Logic: Percentage      
                              x = action specifier
                                  'E' (Early), 'D' (Dazed),
                                  'F' (Finish), 'N' (None)
                For all of the following, x is 'Y' (Yes) or 'N' (No)
        LPx:            Finish Method Logic: Percentage
                        (P -> Pin, kept for compatibility with
                         existing files. 'Y' -> Upper Body percentage.
                         'N' -> Lower Body percentage.)
        LCTx:           Climb Turnbuckle Logic: Percentage      
        LTPx:           Composure Logic: Percentage      
                        (TP -> Tag Partner, kept for compatibility with
                         existing files)
        LJx:            Judgement Logic: Percentage      
        LFSx:           Timing Logic: Percentage      
                        (FS -> Fighting Spirit, kept for compatibility with
                         existing files)
        LRx:            Consistency Logic: Percentage
                        (R -> Reliability, kept for compatibility with
                         existing files)
        LPWDx:          Pose While Opponent is Down Logic: Percentage      
        LPWDZx:         Pose While Opponent is Dazed Logic: Percentage      
        LPWOx:          Pose While Opponent is Outside Logic: Percentage      
